Storage medium storing information processing program, information processing apparatus, information processing system, and information processing method

ABSTRACT

In an example system, in the first game scene, a first game object is given to a user in exchange for a reduction in in-game currency possessed by the user, and based on a type of the first game object, a player object disposed in a virtual space is controlled. Based on the player object&#39;s reaching a specific position in the virtual space, a second game object is given to the user, and based on the user&#39;s instruction, the second game object is given to the user in exchange for a reduction in the in-game currency. The first game object is allowed to be continually used in a plurality of the second game scenes, and the second game object is not allowed to be continually used in a plurality of the second game scene.

CROSS REFERENCE TO RELATED APPLICATION

The disclosure of Japanese Patent Application No. 2018-088784, filed May2, 2018, is incorporated herein by reference.

FIELD

The technology disclosed herein relates to storage media storinginformation processing programs, information processing apparatuses,information processing systems, and information processing methods. Morespecifically, the technology disclosed herein relates to, for example, astorage medium storing an information processing program, informationprocessing apparatus, information processing system, and informationprocessing method that execute a process using a player object.

BACKGROUND AND SUMMARY

There is a game system in which a user acquires a game item and uses thegame item in a game. In this game system, each time the cumulativenumber of game coins acquired in a race reaches a predetermined value,the user can acquire a part (machine part) that can be used in the race.

However, in the above game system, there is room for improvement of amotivation for acquiring a consideration (e.g., game coins) that can beused in a game or items (e.g., paid items and virtual currency) that canbe acquired by payment.

With this in mind, it is an object of the non-limiting exampleembodiment to provide a storage medium storing an information processingprogram, information processing apparatus, information processingsystem, and information processing method that can enhance a motivationfor acquiring a consideration or paid items usable in a game.

To achieve the above, this non-limiting example embodiment has thefollowing features, for example. It should be understood that the scopeof the present technology is defined only by the appended claims. To theextent of any inconsistency or conflict in disclosure between thedescription and the claims appended hereto, the claims shall prevail.

A non-limiting example non-transitory computer-readable storage mediumhaving stored therein an information processing program to be executedby a computer included in an apparatus that executes a game including atleast a first game scene and a second game scene, the program causingthe computer to execute: in the first game scene, giving a first gameobject to a user in exchange for a reduction in in-game currencypossessed by the user; and in the second game scene, based on a type ofthe first game object, controlling a player object disposed in a virtualspace; based on the player object's reaching a specific position in thevirtual space, first giving a second game object to the user; based onthe user's instruction, second giving the second game object to the userin exchange for a reduction in the in-game currency; and based on use ofthe second object, applying to the player object an advantageous effectbased on a type of the second game object, and the first game object isallowed to be continually used in a plurality of the second game scenes,and the second game object is not allowed to be continually used in aplurality of the second game scene.

The second giving may further include applying an additional effect tothe player object.

In the second game scene, a racing game may be performed, and theadditional effect may be to accelerate the player object in the racinggame.

An upper limit may be set to the number of times the second game objectis given by the second giving.

The upper limit may be once.

In each of the first giving and the second giving, a time lag may be setbetween the time that a condition for giving the second game object issatisfied and the time that the second game object is actually given,and the time lag set in the second giving may be shorter than the timelag set in the first giving.

Based on determination that the second game object given using the firstgiving has not entirely been consumed, execution of the second givingmay be limited.

The program may cause the computer to further execute: in the secondgame scene, controlling an action of the player object according to aninput to a region disposed at a middle or lower portion of a touchdisplay; and displaying a button on an upper portion of the touchdisplay, and obtaining a touch operation performed on the button as theuser's instruction in the second giving.

In the displaying the button, based on determination that the secondgame object given by the first giving has not entirely been consumed,the button may not be displayed on the touch display.

In the second game scene, a racing game may be performed, and the secondgame object may be an offensive item that is fired from the playerobject in the racing game or an acceleration item that is used toaccelerate the player object in the racing game.

In the second game scene, a racing game may be performed, the first gameobject may be a vehicle object that is used by the player object in theracing game, and a speed of the vehicle object in the racing game may bechanged, depending on performance of the vehicle object.

In the second giving, the second game object may be probabilisticallygiven to the user.

In the first giving, based on the player object's passing by or throughan item box in the virtual space, the second game object may be given tothe user.

In addition, the non-limiting example embodiment may be implemented inthe form of an information processing apparatus, an informationprocessing system, and an information processing method.

Another non-limiting example non-transitory computer-readable storagemedium having stored therein an information processing program to beexecuted by a computer included in an apparatus that executes a gameincluding at least a first game scene and a second game scene, theprogram causing the computer to function as a first effect setting unitand a second effect setting unit. In the first game scene, the firsteffect setting unit changes a first parameter, and sets a first effectthat is effective in a plurality of the second game scenes. In thesecond game scene, the second effect setting unit sets a second effectthat is effective in the single second game scene, based ondetermination that a first occurrence condition that a position of aplayer object disposed in a virtual space and a specific position has afirst positional relationship, is satisfied. In the second game scene,the second effect setting unit changes the first parameter or a secondparameter set based on a change in the first parameter, and sets thesecond effect, based on determination that a second occurrence conditionthat a user has performed an instruction, is satisfied.

Accordingly, the first parameter that can be used in the game can beused to obtain the first effect that is effective in a plurality of gamescenes. In addition, the second effect that is effective in a singlegame scene under the satisfied first occurrence condition can also beobtained using the first parameter or the second parameter set based ona change in the first parameter. Therefore, a motivation for acquiringthe first parameter can be enhanced.

The second effect setting unit may change a type of the second effectaccording to a first rule, under the satisfied first occurrencecondition or second occurrence condition.

Accordingly, the type of the second effect is changed according to thefirst rule. Therefore, amusingness is provided as to what second effectis obtained. As a result, a motivation for acquiring the first parametercan be further enhanced.

Under the satisfied second occurrence condition, the second effectsetting unit may set, as the second effect, a more advantageous effectcompared to under the satisfied first occurrence condition.

Accordingly, the second effect is more beneficial. Therefore, amotivation for acquiring the first parameter can be further enhanced.

The second effect setting unit may set an upper limit to the number oftimes the second occurrence condition is satisfied.

Accordingly, a level of fairness can be maintained between playersparticipating in the game.

In the second effect setting unit, a period of time between the timethat the second occurrence condition is satisfied and the time that thesecond effect is set may be shorter than a period of time between thetime that the first occurrence condition is satisfied and the time thatthe second effect is set.

Accordingly, the second effect obtained by changing the first parameteror the second parameter can be obtained relatively early. Therefore, amotivation for acquiring the first parameter can be further enhanced.

The second effect setting unit may limit the process of setting thesecond effect based on the second occurrence condition, based ondetermination that the second effect based on the first occurrencecondition is continued.

Accordingly, double occurrence of the second effect is prevented, andtherefore, the first parameter or the second parameter can be preventedfrom being uselessly changed.

The first parameter may indicate the amount of in-game currencypossessed by the user. In this case, the first effect setting unit andthe second effect setting unit may change the first parameter bychanging the amount of in-game currency possessed by the user.

Accordingly, a motivation for acquiring in-game currency can beenhanced.

The first parameter may indicate the amount of in-game currencypossessed by the user. In this case, the second parameter may indicatethe number of game items purchased using in-game currency or the amountof another type of in-game currency that the above type of in-gamecurrency has been exchanged for and is possessed by the user.

Accordingly, a motivation for acquiring in-game currency can beenhanced.

The non-limiting example embodiment may be implemented in the form of aninformation processing apparatus, an information processing system, andan information processing method.

According to the non-limiting example embodiment, the first parameterthat can be used in the game can be used to obtain the first effect thatis effective in a plurality of game scenes. In addition, the secondeffect that is effective in a single game scene under the satisfiedfirst occurrence condition can also be obtained using the firstparameter or the second parameter set based on a change in the firstparameter. Therefore, a motivation for acquiring the first parameter canbe enhanced.

These and other objects, features, aspects and advantages of the presentexemplary embodiment will become more apparent from the followingdetailed description of the present exemplary embodiment when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram showing a non-limiting example informationprocessing system 1 according to a non-limiting example embodiment;

FIG. 2 is a block diagram showing a non-limiting example configurationof an information processing apparatus 3;

FIG. 3 is a block diagram showing a non-limiting example configurationof a server 200;

FIG. 4 is a diagram showing a non-limiting example game image displayedon a display unit 35 of the information processing apparatus 3;

FIG. 5 is a diagram showing a non-limiting example game image displayedon the display unit 35 of the information processing apparatus 3;

FIG. 6 is a diagram showing a non-limiting example in which a movementdirection of a player object PO is controlled with reference to adisplay screen;

FIG. 7 is a diagram showing a non-limiting example in which an action ofan item I that is fired is controlled with reference to the displayscreen;

FIG. 8 is a diagram for describing non-limiting example determinationregions for determining an operation of firing an item I with referenceto the display screen;

FIG. 9 is a diagram for describing non-limiting example determinationregions for determining an operation of firing an item I with referenceto the player object PO;

FIG. 10 is a diagram showing a non-limiting example game image displayedon the display unit 35 of the information processing apparatus 3;

FIG. 11 is a diagram showing a non-limiting example game image displayedon the display unit 35 of the information processing apparatus 3;

FIG. 12 is a diagram showing a non-limiting example state transition ofitems I possessed in possession frames HF;

FIG. 13 is a diagram showing another non-limiting example statetransition of items I possessed in possession frames HF;

FIG. 14 is a diagram showing a non-limiting example lottery table;

FIG. 15 is a diagram showing a non-limiting example game image displayedon the display unit 35 of the information processing apparatus 3;

FIG. 16 is a diagram showing a non-limiting example game image displayedon the display unit 35 of the information processing apparatus 3;

FIG. 17 is a diagram showing a non-limiting example state transition ofitems I possessed in possession frames HF and an item lottery icon AB;

FIG. 18 is a diagram showing a non-limiting example game image displayedon the display unit 35 of the information processing apparatus 3;

FIG. 19 is a diagram showing non-limiting example main data and programsstored in a storage unit 32 of the information processing apparatus 3;

FIG. 20 is a flowchart showing a non-limiting example process executedin the information processing apparatus 3;

FIG. 21 is a subroutine showing a detailed example of an operationdetermination process in step S106 of FIG. 20;

FIG. 22 is a subroutine showing a detailed example of a first itemlottery process in step S107 of FIG. 20;

FIG. 23 is a subroutine showing a detailed example of a second itemlottery process in step S108 of FIG. 20; and

FIG. 24 is a subroutine showing a detailed example of a purchase processin step S116 of FIG. 20.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

An information processing system according to a non-limiting exampleembodiment will be described with reference to FIG. 1. As shown in FIG.1, an information processing system 1 that is a non-limiting example ofthe information processing system of the non-limiting exampleembodiment, includes information processing apparatuses 3 and a server200, which are connected together through a network 100. Although FIG. 1shows a plurality of information processing apparatuses 3, theinformation processing system 1 may include only a single informationprocessing apparatus 3.

The information processing apparatuses 3 are configured to be able toconnect to the network 100 through wireless or wired communication. Theinformation processing apparatuses 3 and the server 200 constitute aclient-server system. For example, the information processingapparatuses 3 can execute a predetermined application (e.g., a gameapplication, etc.). The information processing apparatuses 3 can connectto and communicate with the server 200 through the network 100 byexecuting the above predetermined application. For example, theinformation processing apparatuses 3 can execute an informationprocessing program that is stored in a replaceable storage medium, suchas a memory card or an optical disc, or is received from anotherapparatus. The information processing apparatuses 3 may be a typicalpersonal computer, stationary game machine, mobile telephone, handheldgame console, personal digital assistant (PDA), etc.

Next, the information processing apparatus 3 will be described withreference to FIG. 2. FIG. 2 is a block diagram showing a non-limitingexample configuration of the information processing apparatus 3. In FIG.2, the information processing apparatus 3 includes a control unit 31, astorage unit 32, a program storage unit 33, an input unit 34, a displayunit 35, and a communication unit 36. It should be noted that theinformation processing apparatus 3 may include one or more devicesincluding an information processing device including at least thecontrol unit 31, and other devices.

The control unit 31 is an information processing means (computer) forexecuting various information processes, such as a CPU. For example, thecontrol unit 31 has a function of executing the above application toperform information processes such as a game process described below,and data transmission and reception processes through the server 200.This function is performed by the control unit 31 (e.g., a CPU)executing predetermined programs.

The storage unit 32 stores various items of data that are used when thecontrol unit 31 executes the above information processes. The storageunit 32 is, for example, a memory that can be accessed by the controlunit 31 (e.g., a CPU).

The program storage unit 33 stores programs. The program storage unit 33may be any storage device (storage medium) that can be accessed by thecontrol unit 31. For example, the program storage unit 33 may be astorage device that is provided in the information processing deviceincluding the control unit 31, or a storage medium that is removablyattached to the information processing device including the control unit31. The program storage unit 33 may be a storage device (e.g., a server,etc.) that is connected to the control unit 31 through a network. Thecontrol unit 31 (CPU) may read all or a portion of a game program intothe storage unit 32 and execute the read program with appropriatetiming.

The input unit 34 is an input device that can be operated by a user. Theinput unit 34 may be any suitable input device. As a non-limitingexample, the input unit 34 may be a touch panel provided on a screen ofthe display unit 35. For example, the touch panel may be of any type.The touch panel may be either of a type that allows a multi-touch input(e.g., a capacitive type) or of a type that allows a single-touch input(e.g., a resistive type).

The display unit 35 displays an image according to an instruction fromthe control unit 31. It should be noted that when the informationprocessing apparatus 3 is a stationary game apparatus or a personalcomputer, the display unit 35 may be separated from the informationprocessing apparatus 3.

The communication unit 36, which is a predetermined communicationmodule, exchanges data with another apparatus (e.g., the server 200) oranother information processing apparatus 3 through the network 100.

Next, the server 200 will be described with reference to FIG. 3. FIG. 3is a block diagram showing a non-limiting example configuration of theserver 200.

The server 200 has a communication unit 201, a control unit 202, and astorage unit 203. The communication unit 201 communicates with theinformation processing apparatuses 3, etc., through the network 100 byexchanging communication packets. As a non-limiting example, the controlunit 202 performs a process of managing the progression of a gameperformed along with the information processing apparatus 3, a processof managing in-game currency (e.g., coins), game items, and game objects(e.g., pieces of equipment used in a game), etc., that are purchased bythe user, a process of managing the probability of winning a slotlottery, and a process of managing information about payment orcharging. The control unit 202 also establishes a communication link tothe information processing apparatuses 3, etc., through thecommunication unit 201, and performs data transmission control androuting on the network 100. When a game is performed along with aplurality of information processing apparatuses 3, the control unit 202manages a pairing or grouping of information processing apparatuses 3that perform the game, and data communication between those informationprocessing apparatuses 3. The storage unit 203 stores programs that areexecuted by the control unit 202, various items of data used for theabove processes, various items of data used for communication with theinformation processing apparatuses 3, etc. When the system employs apredetermined log-in process for data exchange performed through thenetwork 100, the server 200 may perform an authentication process todetermine whether or not a user who tries to log in is an authorizeduser. The server 200 may be a single server machine or may include aplurality of server machines.

Next, before describing specific processes performed by the informationprocessing apparatus 3 and the server 200, a non-limiting examplemovement process and firing process performed in the informationprocessing system 1 will be outlined with reference to FIGS. 4-9. In thenon-limiting example movement and firing processes, the informationprocessing system 1 is used to operate a movement direction of a playerobject PO (movable object) and firing of an item I (another object).Note that FIG. 4 is a diagram showing a non-limiting example game imagedisplayed on the display unit 35 of the information processing apparatus3. FIG. 5 is a diagram showing a non-limiting example game imagedisplayed on the display unit 35 of the information processing apparatus3. FIG. 6 is a diagram showing a non-limiting example in which themovement direction of the player object PO is controlled with referenceto a display screen. FIG. 7 is a diagram showing a non-limiting examplein which an action of an item I that is fired is controlled withreference to the display screen. FIG. 8 is a diagram for describingnon-limiting example determination regions for determining an operationof firing an item I with reference to the display screen. FIG. 9 is adiagram for describing non-limiting example determination regions fordetermining an operation of firing an item I with reference to theplayer object PO. Although, in the description that follows, a game isused as a non-limiting example application executed in the informationprocessing apparatus 3, other applications may be executed in theinformation processing apparatus 3.

The display unit 35 of the information processing apparatus 3 displays agame image corresponding to a game played in the information processingapparatus 3. As a non-limiting example of such a game image, FIG. 4shows a scene in which the player object PO performs a racing game. Forexample, in the game, the player object PO sits on a cart and drives thecart on a course provided in a virtual world. On the course, an opponentobject(s) EO sits on and drives another cart. These objects compete tobe first to reach a goal provided on the course. A virtual camera forgenerating a game image is disposed behind the player object POtraveling on the course. Note that when the player object PO deviatesfrom the travel direction of the course due to spinning, drifting, etc.,the virtual camera may be still disposed at a position where the playerobject PO is seen from behind the player object PO (i.e., the virtualcamera is aimed toward the player object PO), or may be disposed at aposition where the player object PO is seen from behind along the traveldirection of the course (i.e., the virtual camera is aimed in the traveldirection of the course).

As shown in FIG. 4, the movement direction of the player object PO canbe controlled by performing an operation of touching the touch panel(input unit 34) provided on the screen of the display unit 35. As anon-limiting example, the player object PO is controlled toautomatically travel forward along the course, and theleftward/rightward movement direction of the player object PO iscontrolled by the user's operation (e.g., a steering operation).Specifically, when a touch operation of swiping rightward is performedwith reference to the position where the touch panel was first touched(initial touch position), the movement direction of the player object POis changed to a rightward direction. When a touch operation of swipingleftward is performed with reference to an initial touch position, themovement direction of the player object PO is changed to a leftwarddirection. For example, in FIG. 4, the display unit 35 displays areference image R showing an initial touch position on the touch panel,and a touch position image T showing a current touch position. Becausethe touch position image T is located to the right of the referenceimage R, the movement direction of the player object PO is changed to arightward direction (direction “a” in FIG. 4). Note that the playerobject PO may not be controlled to automatically travel forward alongthe course, and may be caused to travel according to the user'sacceleration operation. The player object PO may also be controlled tobe automatically steered to turn left and right along the course. Forexample, when the course curves to the right, the movement direction ofthe player object PO may be changed to a rightward direction to someextent even without the user's steering operation, and in this case,when the user performs a rightward steering operation, the movementdirection of the player object PO may be changed to a rightwarddirection to a further extent.

In addition, an item I possessed by the player object PO can be fired byperforming a touch operation. For example, the display unit 35 isprovided with a plurality of possession frames HF each showing an item Ipossessed by the player object PO. In the non-limiting examplepossession frames HF of FIG. 4, three items I1, I2, and I3 can bepossessed by the respective possession frames. One of the items I in thepossession frames HF possessed by the player object PO is displayed, asa ready-to-use item IP, at a ready-to-use position behind the cart ofthe player object PO. For example, the ready-to-use item IP is one ofthe items I in the possession frames HF that was acquired earliest. Inthe non-limiting example of FIG. 4, the item I1 (a bunch of bananas)displayed in the leftmost possession frame HF is displayed as theready-to-use item IP at the ready-to-use position. Note that thepossession frames HF may be disposed in the virtual space or may overlaythe display screen.

In FIG. 5, when a touch operation of swiping the touch panel upward isperformed, then if the ready-to-use item IP disposed at the ready-to-useposition of the player object PO is fireable, the item IP is fired as aprojectile item IM toward the front of the player object PO. Note thatthe ready-to-use item IP and the projectile item IM are typically thesame object, and alternatively may be different objects. Some types ofready-to-use items IP (e.g., a banana item) disposed at the ready-to-useposition may be fired as the projectile item IM toward the back of theplayer object PO when a touch operation of swiping the touch paneldownward is performed. Note that if the direction in which theready-to-use item IP disposed at the ready-to-use position of the playerobject PO is fired is fixed, the item IP may be fired as the projectileitem IM in the fixed firing direction no matter whether a touchoperation of swiping the touch panel is performed upward or downward.Some types of ready-to-use items IP disposed at the ready-to-useposition may not be fired from the player object PO and may be used bythe player object PO itself. In this case, when a touch operation ofswiping the touch panel upward is performed, the ready-to-use item IPdisposed at the ready-to-use position of the player object PO is used bythe player object PO.

When the player object PO fires the projectile item IM, an effect thatis advantageous to the progression of a race performed by the playerobject PO can be obtained, depending on the type of the projectile itemIM. For example, when the projectile item IM indicating a carapacecollides with the opponent object EO, the collision may decelerate orstop, i.e., obstruct, the traveling of the opponent object EO, and maycause damage to the opponent object EO, depending on the extent of thecollision. When the projectile item IM indicating a bunch of bananascollides with the opponent object EO, the projectile item IM may affectthe opponent object EO such that the opponent object EO slips on a road,so that the traveling of the opponent object EO is decelerated orstopped.

Alternatively, the use of the ready-to-use item IP may temporarilyincrease the ability of the player object PO itself for a predeterminedperiod of time. For example, when the ready-to-use item IP indicating amushroom is used, the speed of the player object PO is increased for apredetermined period of time. Note that the use of the ready-to-use itemIP may provide an effect of increasing the size of the player object POitself for a predetermined period of time or an effect of increasingin-game coins possessed by the player object PO.

When an item I has been used, the item I is not currently possessed bythe player object PO, and therefore, the ready-to-use item IP displayedat the ready-to-use position is erased, and the item I in the possessionframe HF corresponding to the ready-to-use item IP is also erased (inthe non-limiting example of FIG. 5, the item I1 displayed in theleftmost possession frame HF). As a result, the possession frame HF thathas displayed the item I that was fired as the projectile item IM ischanged to an empty frame E in which no item I is displayed.

As described above, in the non-limiting example movement and firingprocesses performed in the information processing system 1, the movementdirection of the player object PO is changed when an input of swipingthe touch panel is performed leftward or rightward, and the firingoperation of the item I is controlled when an input of swiping the touchpanel is performed upward or downward. A non-limiting example in whichthe direction of a swiping input is determined will now be describedwith reference to FIGS. 6 and 7.

In FIG. 6, the leftward/rightward movement direction of the playerobject PO is set according to the leftward/rightward component in thedisplay screen of an input of swiping the touch panel. Specifically, ina touch operation on the touch panel, a reference coordinate point R0where the touch panel is first touched, and a current touch positioncoordinate point T of a swipe operation performed following the initialtouch, are set based on the display screen coordinate system of thedisplay unit 35. For example, as shown in FIG. 6, in the display screenof the display unit 35, defined is a display screen coordinate system inwhich the X-axis (the rightward direction is the positive direction ofthe X-axis) is a first axis that extends in the leftward/rightwarddirection of the display screen, and the Y-axis (the upward direction isthe positive direction of the Y-axis) is a second axis which extends inthe upward/downward direction of the display screen and is orthogonal tothe first axis. In this case, the reference coordinate point is set asR0(X0, Y0), and the current touch position coordinate point T is set asT(Xt, Yt). In this case, the leftward/rightward component(X-axis-direction component) in the display screen of a swipe input iscalculated by Xt−X0, and the upward/downward component (Y-axis-directioncomponent) in the display screen of the swipe input is calculated byYt−Y0. In the non-limiting example embodiment, if the X-axis-directioncomponent Xt−X0 has a positive value, the movement direction of theplayer object PO is changed to a rightward direction by a steering wheelangle corresponding to the absolute value of Xt−X0. If theX-axis-direction component Xt−X0 has a negative value, the movementdirection of the player object PO is changed to a leftward direction bya steering wheel angle corresponding to the absolute value of Xt−X0.Thereafter, when the touch is released from the touch panel, thereference coordinate point R0 and the current touch position coordinatepoint T are initialized, and the movement direction of the player objectPO is changed such that the steering wheel angle is returned to thestraight-ahead position by a predetermined change amount.

Note that the steering wheel angle corresponding to the absolute valueof Xt−X0 may be changed, depending on the position of the player objectPO on the course. For example, when the player object PO is traveling ata center of the course, the steering wheel angle set according to theuser's operation may be relatively increased, and when the player objectPO is traveling at an end of the course, the steering wheel angle setaccording to the user's operation may be relatively decreased. The cartbeing driven by the player object PO may slip, i.e., drift, depending onthe steering wheel angle set according to the user's operation, thecourse conditions, the performance of the cart, etc. In this case, themovement direction of the cart of the player object PO is not consistentwith the steering wheel angle, and as a result, the movement directionof the player object PO may not completely be consistent with themagnitude of the leftward/rightward component of an input of swiping thetouch panel.

In FIG. 7, an action of an item I that is fired is controlled accordingto the upward/downward component in the display screen of an input ofswiping the touch panel. Specifically, in a touch operation on the touchpanel, a reference coordinate point Rm where the touch panel is firsttouched (the same position as that of the reference coordinate point R0when the touch panel is first touched), and a current touch positioncoordinate point T of a swipe operation performed following the initialtouch, are set based on the display screen coordinate system of thedisplay unit 35. For example, as shown in FIG. 7, as in FIG. 6, in thedisplay screen of the display unit 35, defined is a display screencoordinate system in which the X-axis (the rightward direction is thepositive direction of the X-axis) is a first axis that extends in theleftward/rightward direction of the display screen, and the Y-axis (theupward direction is the positive direction of the Y-axis) is a secondaxis that extends in the upward/downward direction of the display screenand is orthogonal to the first axis. In this case, the referencecoordinate Rm is set as Rm(Xm, Ym), and the current touch positioncoordinate point T is set as T(Xt, Yt). Thereafter, a vector FD from thereference coordinate point Rm to the current touch position coordinatepoint T is calculated, and based on the direction of the vector FD, itis determined whether the direction of the input of swiping the touchpanel is upward or downward.

In the process of determining the upward/downward component in thedisplay screen of an input of swiping the touch panel, a positionalrelationship between the reference coordinate point Rm and the currenttouch position coordinate point T is maintained to satisfy apredetermined condition. If the condition fails to be satisfied, thereference coordinate point Rm is moved so as to satisfy the condition.For example, the length of a path of touch positions (touch input path)formed between the reference coordinate point Rm and the current touchposition coordinate point T is greater than a threshold L, the referencecoordinate point Rm is moved on the touch input path toward the currenttouch position coordinate point T (a direction “b” in FIG. 7) such thatthe length becomes smaller than or equal to the threshold L. Note thatthe reference coordinate point Rm that is moved on the touch input pathtoward the current touch position coordinate point T such that thelength becomes smaller than or equal to the threshold L, may be moveduntil the length becomes equal to the threshold L, at a predeterminedrate corresponding to the time it takes for the length to become smallerthan or equal to the threshold L. Alternatively, the referencecoordinate point Rm may be moved such that the length instantaneouslybecomes smaller than or equal to the threshold L. In the process ofmoving the reference coordinate point Rm toward the current touchposition coordinate point T, touch position coordinate points T thatwere recorded in the past and are the threshold L or greater away fromthe current touch position coordinate point T may be successively erasedbased on the predetermined rate, and the touch position coordinate pointT that becomes most previous due to the erasing process may be set asthe reference coordinate point Rm. Thus, by causing the referencecoordinate point Rm to move along the touch input path, the positionalrelationship between the reference coordinate point Rm and the currenttouch position coordinate point T is maintained such that the touchinput path length therebetween is smaller than or equal to L, and thevector FD from the moved reference coordinate point Rm to the currenttouch position coordinate point T is calculated. Note that while a touchinput is being performed, the reference coordinate point Rm may be movedon the touch input path such that the reference coordinate point Rminvariably approaches the current touch position coordinate point T evenwhen the length of the touch input path between the reference coordinatepoint Rm and the current touch position coordinate point T is smallerthan the threshold L.

If the length of the vector FD is greater than or equal to apredetermined length and the direction of the vector FD is within adetermination region, it is determined that an input of swiping thetouch panel in the upward or downward direction of the display screenhas been performed, and the ready-to-use item IP is fired as theprojectile item IM in a direction based on the determination. Forexample, as shown in FIG. 8, a predetermined angle range around thepositive direction of the Y-axis as a center thereof is set as aforward-direction determination region UA, and a predetermined anglerange around the negative direction of the Y-axis as a center thereof isset as a backward-direction determination region LA. If the length ofthe vector FD is greater than or equal to the predetermined length andthe direction of the vector FD is within the forward-directiondetermination region UA, the ready-to-use item IP is fired as theprojectile item IM toward the front of the player object PO (e.g.,directly toward the front of the player object PO). In the case wherethe ready-to-use item IP is fireable toward the back of the playerobject PO, if the length of the vector FD is greater than or equal tothe predetermined length and the direction of the vector FD is withinthe backward-direction determination region LA, the ready-to-use item IPis fired as the projectile item IM toward the back of the player objectPO (e.g., directly toward the back of the player object PO).

Note that the angle range of the backward-direction determination regionLA may be set greater than the angle range of the forward-directiondetermination region UA. Typically, the downward swipe input using atouch panel is more difficult than the upward swipe input. This isparticularly significant when a touch operation is performed using thethumb of a hand holding the information processing apparatus 3.Therefore, if the condition for determining the relatively difficultswipe input is relatively relaxed, operability can be improved. Inaddition, the predetermined length for determining the length of thetouch input path formed between the reference coordinate point Rm andthe current touch position coordinate point T may be a threshold that ischanged, depending on the direction in which the length is determined.In order to relax the condition for determining the relatively difficultswipe input for the above reason, the length of the touch input pathrequired for determination of whether or not a swipe input is within thebackward-direction determination region LA may be smaller than thelength of the touch input path required for determination of whether ornot a swipe input is within the forward-direction determination regionUA. While, in the above process, the reference coordinate point Rm isassumed to move along the touch input path, the movement of thereference coordinate point Rm is not limited to this. For example, thereference coordinate point Rm may be moved on a straight line connectingbetween the reference coordinate point Rm and the current touch positioncoordinate point T toward the current touch position coordinate point Tsuch that the linear distance therebetween becomes smaller than or equalto a threshold L. Alternatively, the reference coordinate point Rm maybe fixed to the same position as that of the reference coordinate pointR0, i.e., an initial touch position.

The length of the touch input path formed between the referencecoordinate point Rm and the current touch position coordinate point T,which is used in the input determination, may be replaced with otherparameters. As a first non-limiting example, the length of the touchinput path formed between the reference coordinate point Rm and thecurrent touch position coordinate point T may be replaced with thelinear distance between the reference coordinate point Rm and thecurrent touch position coordinate point T. As a second example, thelength of the touch input path formed between the reference coordinatepoint Rm and the current touch position coordinate point T may bereplaced with the length of the Y-axis component of the vector FD. As athird example, the length of the touch input path formed between thereference coordinate point Rm and the current touch position coordinatepoint T may be replaced with the length of the vector FD.

The process of determining the upward/downward component in the displayscreen of an input of swiping the touch panel may be performed withoutthe use of the reference coordinate point Rm. As a first non-limitingexample, when the change rate of a touch position in swiping to thecurrent touch position coordinate point T (e.g., the length between thepreviously detected touch position coordinate point T to the currentlydetected touch position coordinate point T, or the length of a touchinput path immediately previously detected for a predetermined period oftime) is greater than or equal to a reference value, then if thedirection of the swipe input whose change rate has been detected iswithin the forward-direction determination region UA or thebackward-direction determination region LA, it may be determined thatthe input of swiping the touch panel has been performed in the upwarddirection or the downward direction of the display screen. As a secondexample, when the change rate of a touch position in swiping to thecurrent touch position coordinate point T is greater than or equal tothe reference value, then if the length of the Y-axis-directioncomponent of the swipe input whose change rate has been detected isgreater than or equal to the predetermined length, it may be determinedthat the input of swiping the touch panel has been performed in theupward direction or the downward direction of the display screen.

The predetermined length that is a reference value for determining thelength of the touch input path formed between the reference coordinatepoint Rm and the current touch position coordinate point T may bechanged, depending on the user's swipe input. For example, if themagnitude of the leftward/rightward component Xt−X0 of the swipe inputis greater than or equal to a predetermined threshold, the predeterminedlength that is the reference value may be changed. As a non-limitingexample, when the magnitude of the leftward/rightward component Xt−X0 ofthe swipe input is greater than or equal to the predetermined threshold,then if the predetermined length that is the reference value isincreased, the player object PO's operation of greatly turning thesteering wheel to the left or right, or the player object PO's operationof performing so-called drifting, i.e., an operation of performing aswipe input having a great change amount, can be prevented from beingdetermined to be an operation of firing an item forward or backward,which is not actually intended by the user. As another non-limitingexample, when the magnitude of the leftward/rightward component Xt−X0 ofa swipe input is greater than or equal to the predetermined threshold,then if the predetermined length that is the reference value isdecreased, an operation of firing an item I can be performed during theplayer object PO's operation of greatly turning the steering wheel tothe left or right, or the player object PO's operation of performingso-called drifting, without a significant influence of the firingoperation on the leftward/rightward movement direction.

In the above non-limiting example embodiment, if the conditions that thelength of the touch input path formed between the reference coordinatepoint Rm and the current touch position coordinate point T is greaterthan or equal to a predetermined length, and the direction of the vectorFD is within a determination region, are satisfied, the projectile itemIM is fired directly toward the front or back of the player object PO.This can avoid the situation that if only the upward/downward componentof a swipe input is used in the determination, it may be determined thatthe user instructs to fire even when the user intends to and actuallyperforms a leftward/rightward swipe input, because the swipe inputcontains an upward/downward component. By setting the above conditions,an input can be correctly determined. In addition, by limiting thefiring direction to the direct forward direction or direct backwarddirection of the player object PO, an input error from that directioncan be accommodated, and therefore, the difficulty of the operation canbe taken into consideration. However, in the case where such an effectis not desired, the direction in which the projectile item IM is firedmay deviate from the direct forward direction or direct backwarddirection of the player object PO. For example, if the direction of thevector FD is within the forward-direction determination region UA, theprojectile item IM may be fired in a direction deviating from the directforward direction of the player object PO by an angle difference betweenthe positive direction of the Y-axis and the direction of the vector FD.Also, if the direction of the vector FD is within the backward-directiondetermination region LA, the projectile item IM may be fired in adirection deviating from the direct backward direction of the playerobject PO by an angle difference between the negative direction of theY-axis and the direction of the vector FD.

The direction in which the projectile item IM is fired may be varied,depending on the type of the player object PO or a piece of equipmentused by the player object PO (e.g., a cart driven by the player objectPO).

In the process of determining an input of swiping the touch panel, thetouch input direction is determined with reference to the coordinateaxes (X- and Y-axes) defined in the display screen of the display unit35. Alternatively, the touch input direction may be determined withreference to other coordinate axes. For example, as shown in FIG. 9, thetouch input direction may be determined with reference to coordinateaxes defined in the player object PO.

In FIG. 9, the player object PO is displayed, facing rightward in thedisplay screen of the display unit 35. A player object coordinate systemis defined in which the x-axis (the rightward direction of the playerobject PO is the positive direction of the x-axis) is a first axis thatis the leftward/rightward direction of the player object PO, and they-axis (the forward direction of the player object PO is the positivedirection of the y-axis) is a second axis that is the forward/backwarddirection of the player object PO and is orthogonal to the first axis.Even in the case where such a coordinate system is used, the referencecoordinate point R0 for determining the leftward/rightward direction ofa swipe operation is set as R0(x0, y0), and the current touch positioncoordinate point T is set as T(xt, yt). As a result, the magnitude ofthe leftward/rightward component (x-axis-direction component) of a swipeinput with reference to the player object PO can be calculated by xt−x0,and the magnitude of the forward/backward direction component(y-axis-direction component) of a swipe input with reference to theplayer object PO can be calculated by yt−y0. If the x-axis-directioncomponent xt−x0 has a positive value, the movement direction of theplayer object PO is changed to a rightward direction by a steering wheelangle corresponding to the absolute value of xt−x0. If thex-axis-direction component xt−x0 has a negative value, the movementdirection of the player object PO is changed to a leftward direction bya steering wheel angle corresponding to the absolute value of xt−x0.When a touch is released from the touch panel, the reference coordinatepoint R0 and the current touch position coordinate point T areinitialized, and the movement direction of the player object PO ischanged such that the steering wheel angle is returned to thestraight-ahead position by a predetermined change amount.

In the player object coordinate system, the reference coordinate pointRm for determining the forward/backward direction of a swipe operationwith reference to the player object PO is set as Rm(xm, xm). A vector FDfrom the reference coordinate point Rm to the current touch positioncoordinate point T is calculated, and based on the direction of thevector FD, it is determined whether the input of swiping the touch panelcorresponds to the forward direction or the backward direction of theplayer object PO. If the length of a touch input path formed between thereference coordinate point Rm and the current touch position coordinatepoint T is greater than a threshold L, the reference coordinate point Rmis moved along the touch input path toward the current touch positioncoordinate point T such that the length becomes smaller than or equal tothe threshold L. If the length of the vector FD is greater than or equalto a predetermined length, and the direction of the vector FD is withina determination region, it is determined that the input of swiping thetouch panel has been performed in the forward direction or backwarddirection of the player object PO, and the ready-to-use item IP is firedas the projectile item IM in the direction based on the determination.

For example, in the player object coordinate system, determinationregions shown in FIG. 9 are used. For example, in the player objectcoordinate system, a predetermined angle range around the positivedirection of the y-axis that is the forward direction of the playerobject PO, as a center thereof, is set as a forward-directiondetermination region UAp, and a predetermined angle range around thenegative direction of the y-axis that is the backward direction of theplayer object PO, as a center thereof, is set as a backward-directiondetermination region LAp. If the length of the vector FD is greater thanor equal to a predetermined length and the direction of the vector FD iswithin the forward-direction determination region UAp, the ready-to-useitem IP is fired as the projectile item IM toward the front of theplayer object PO (e.g., in the direct forward direction of the playerobject PO). If the ready-to-use item IP is fireable toward the back ofthe player object PO, the length of the vector FD is greater than orequal to a predetermined length, and the direction of the vector FD iswithin the backward-direction determination region LAp, the ready-to-useitem IP is fired as the projectile item IM toward the back of the playerobject PO (e.g., in the direct backward direction of the player objectPO). Note that the direct forward direction of the player object PO maybe either the direction in which the front of the player object PO facesor the direct upward screen direction of the display screen (i.e., thedirection in which the virtual camera and the player object PO areconnected together).

Note that when the player object PO is turned and displayed, theforward-direction determination region UAp and the backward-directiondetermination region Lap set for the player object coordinate system areturned by an angle corresponding to the turn of the player object POdisplayed, and are set for the display screen. In this case, the rangesof the forward-direction determination region UAp and thebackward-direction determination region Lap may be increased ordecreased when these regions are turned and set for the display screen.

Thus, in the player object coordinate system, when the orientation ofthe player object PO displayed in the display screen is changed, thecoordinate axes (x- and y-axes) for determining a swipe direction arechanged. Therefore, in the case where the player object coordinatesystem is used, the user who performs a touch operation on the touchpanel can perform a swipe operation having high reality with referenceto the orientation of the player object PO, resulting in an intuitivetouch operation with reference to the direction of the player object PObeing displayed. Note that the orientation of the player object PO whichis a reference in the player object coordinate system, may be either theorientation of the cart driven by the player object PO or theorientation of the player object PO driving the cart. When the playerobject PO is driving the cart, the player object PO and the cart mayhave different orientations. The forward-direction determination regionUAp and the backward-direction determination region Lap may be set withreference to any of these orientations. Meanwhile, the coordinate axes(X- and Y-axes) defined in the display screen of the display unit 35remain fixed to the display screen even when the direction of the playerobject PO displayed in the display screen is changed. Therefore, in thecase where the coordinate axes defined in the display screen are used,the user who performs a touch operation on the touch panel can perform aswipe operation using the fixed coordinate axes, and therefore, canperform a touch operation using a simple operation method that is fixedirrespective of the direction of the player object PO. In the case wherethe coordinate axes defined in the display screen are used, thecoordinate axes for determining a touch operation are fixed, andtherefore, the load of a process for the determination can be reduced.

Note that in the process of determining the touch input direction,different coordinate axes may be used for different touch inputdirections to be determined. As a non-limiting example, the magnitude ofthe leftward/rightward component of an input of swiping the touch panelmay be detected and determined using the display screen coordinatesystem of the display unit 35, and the upward/downward direction (theforward/backward direction of the player object PO) of an input ofswiping the touch panel may be detected using the player objectcoordinate system. As another non-limiting example, the magnitude of theleftward/rightward component of an input of swiping the touch panel maybe detected and determined using the player object coordinate system,the upward/downward direction of an input of swiping the touch panel maybe detected using the display screen coordinate system of the displayunit 35. Even in such a case where the touch input direction isdetermined using different coordinate systems in parallel, the touchinput direction can be similarly determined by setting the referencecoordinate points R0 and Rm and the current touch position coordinatepoint T in the respective coordinate systems.

While, in the above description, the operation determination using thedisplay screen coordinate system and the operation determination usingthe player object coordinate system are used, the user may be allowed toselect one of the coordinate systems for each object to be operated.Because both of the coordinate systems have respective advantages asdescribed above, if the user is allowed to select depending on theirpreference, operability can be further improved.

Concerning the use of an item, an item I in a possession frame HF or theready-to-use item IP at the ready-to-use position, which is displayed onthe display screen, may be used by performing a touch operation (e.g.,tap operation) on that item displayed on the touch panel. Specifically,the ready-to-use item IP is used at the timing that that item on thetouch panel is first touched or at the timing that a touch is releasedfrom that item on the touch panel after being first touched thereon. Inthis case, if the item operated by such a touch operation is a type ofobject that is fireable from the player object PO, the direction inwhich the item is to be fired may be set to a default direction. Notethat even when an item I in a possession frame HF or the ready-to-useitem IP at the ready-to-use position, which is displayed on the displayscreen, is used by performing a touch operation on that item on thetouch panel, the direction in which that item is fired may be changed,depending on the direction of a swipe operation (drag operation) (e.g.,the upward direction or downward direction of the display screen).

The sizes of the determination regions for determining the inputdirection (the forward-direction determination region UA, thebackward-direction determination region LA, the forward-directiondetermination region UAp, and the backward-direction determinationregion LAp) may be changed, depending on the action of the player objectPO. For example, when the player object PO performs an action of facingin a direction different from the direction of the steering wheel angle(e.g., a drifting action, a spinning action, etc.), the sizes of thedetermination regions may be changed and reduced. When the player objectPO performs an action of facing in a direction different from thedirection of the steering wheel angle, the direction input by the usermay fall within a determination region despite the operating user'sintention. Therefore, by reducing the determination regions according tothe action of the player object PO, the operation determination can beless likely to be contrary to the user's intention.

In the above description, the movement direction of the player object POis controlled based on the magnitude of the leftward/rightward componentof an input of swiping the touch panel. As long as at least themagnitude of the leftward/rightward component is used, other operationsand other direction components may additionally be used. As anon-limiting example, only if a predetermined operation (e.g., anoperation of pressing down a predetermined operation button, or a touchoperation on a predetermined operation button image) is being performed,the movement direction of the player object PO may be controlled basedon the magnitude of the leftward/rightward component of an input ofswiping the touch panel. As another non-limiting example, the movementdirection of the player object PO may be controlled based on themagnitudes of the leftward/rightward component and upward/downwardcomponent of an input of swiping the touch panel. In this case, theleftward/rightward movement direction of the player object PO iscontrolled based on the upward/downward component and leftward/rightwardcomponent of a swipe input. As a non-limiting example, a rightwardsteering amount may be set to 2 if the leftward/rightward component andupward/downward component of a swipe input are +1.73 and +1.00,respectively.

The action of an item I is controlled based on the upward/downwardcomponent of an input of swiping the touch panel. As long as at leastthe upward/downward component is used, other operations and otherdirection components may additionally be used. As a non-limitingexample, only if a predetermined operation (e.g., an operation ofpressing down a predetermined operation button, or a touch operation ona predetermined operation button image) is being performed, the actionof an item I may be controlled based on the magnitude of theupward/downward component of an input of swiping the touch panel. Asanother non-limiting example, the action of an item I may be controlledbased on the upward/downward component and leftward/rightward componentof an input of swiping the touch panel. In this case, the firing of anitem I may be controlled based on the upward/downward component of aswipe input, and the direction of the item I fired may be controlledbased on the leftward/rightward component of the swipe input.

While, in the above description, the movement direction of the playerobject PO is controlled based on the magnitude of the leftward/rightwardcomponent of an input of swiping the touch panel, other elements may becontrolled. For example, in the case where a game image as viewed fromthe player object PO (i.e., a subjective view) is displayed, themovement direction of a virtual camera for generating the game image maybe controlled based on the magnitude of the leftward/rightward componentof an input of swiping the touch panel. In addition, although the actionof an item I is controlled based on the upward/downward component of aninput of swiping the touch panel, other elements may be controlled. Forexample, actions such as an action of firing a beam, an action ofchanging pieces of equipment, an action of changing targets, and anaction of changing viewing fields or viewing directions, may becontrolled based on the upward/downward component of an input of swipingthe touch panel.

In the above non-limiting example embodiment, if the conditions that thelength of the vector FD is greater than or equal to a predeterminedlength and the direction of the vector FD is within a determinationregion, the ready-to-use item IP is fired as the projectile item IM in adirection based on the determination. Alternatively, the ready-to-useitem IP may be fired as the projectile item IM with other timing. Forexample, if the conditions that the length of the vector FD is greaterthan or equal to a predetermined length and the direction of the vectorFD is within a determination region are satisfied, then when a touch isreleased from the touch panel, the ready-to-use item IP may be fired asthe projectile item IM in a direction based on the determination.

While, in the non-limiting example embodiment, the position(ready-to-use position) where an item I is fired as the projectile itemIM is set to a rear portion of the cart driven by the player object PO,an item I may be fired at other positions. As a non-limiting example,the projectile item IM may be fired from other portions of the cartdriven by the player object PO, such as a front portion of the cartdriven by the player object PO, or from near the cart. As anothernon-limiting example, the ready-to-use position may be set at a firingposition provided at an upper or lower end of the display screen oroutside the course, and the projectile item IM may be fired from such aposition away from the cart driven by the player object PO.

The speed at which the fired projectile item IM moves may be setaccording to the type of the projectile item IM, or may be changedaccording to the user's input. For example, the speed at which the firedprojectile item IM moves may be changed according to the speed of aswipe input for firing the projectile item IM (the speed at which atouch position is moved during the swipe input).

In the above description, if the length of the vector FD is greater thanor equal to a predetermined length and the direction of the vector FD iswithin a determination region, it is determined that a swipe input hasbeen performed on the touch panel in the upward direction or downwarddirection of the display device, and the ready-to-use item IP is firedas the projectile item IM in a direction based on the determination.Alternatively, the direction of a swipe input may be determined usingthe touch input path. For example, if the length of the touch input pathformed between the reference coordinate point Rm and the current touchposition coordinate point T is greater than or equal to a predeterminedlength, and the direction of the vector FD is within a determinationregion, it may be determined that a swipe input has been performed onthe touch panel in the upward direction or downward direction of thedisplay device.

Here, in the case where the direction of a swipe input is determinedusing the difference between a touch position coordinate point T apredetermined time before and a current touch position coordinate pointT, the determination of the swipe input direction is not completed untilthe predetermined time has passed since the initial touch. As anon-limiting example, in the case where the determination of the swipeinput direction is performed using a condition that the differencebetween the touch position coordinate point T of a touch performed 0.5sec before and the current touch position coordinate point T is greaterthan or equal to a predetermined value, the swipe input determinationmay not be performed for 0.5 sec even when great swiping is performedimmediately after the initial touch. This may reduce responsiveness forfiring an item, which may feel unnatural to the user. Meanwhile, in thecase where the swipe input direction is determined using the length ofthe touch input path formed between the reference coordinate point Rmand the current touch position coordinate point T, when great swiping isperformed immediately after the initial touch, the swipe input directionis immediately determined, and therefore, responsiveness for firing anitem is improved, so that the user does not feel unnatural.

Note that as described above, when the length of the touch input path isgreater than the threshold L, more previous records are deleted from therecords of touch position coordinate points T at a predetermined rateuntil the length of the touch input path is smaller than the thresholdL, and after the deletion, the most previous touch position coordinatepoint T is set as the reference coordinate point Rm. Thus, when thelength of the touch input path is greater than the threshold L, theprocess of resetting a more recent touch position coordinate point T ofthe records of touch position coordinate points T as a new referencecoordinate point Rm is repeatedly performed until the length of thetouch input path is smaller than or equal to the threshold L. Theresultant touch input path and reference coordinate point Rm are used toperform the above determination of the swipe input direction. In thecase where the process of resetting a more recent touch positioncoordinate point T of the records of touch position coordinate points Tas a new reference coordinate point Rm is thus performed, it isdesirable that the “predetermined length” in the above condition thatthe length of the touch input path formed between the referencecoordinate point Rm and the current touch position coordinate point T isgreater than or equal to a predetermined length, which is adetermination condition for determining that a swipe input has beenperformed, should be set smaller than the threshold L.

Alternatively, the reference coordinate point Rm may be reset based on aperiod of time for which a touch input is being performed. For example,only a portion of the records of touch position coordinate points Tstored as the touch input path formed between the reference coordinatepoint Rm and the current touch position coordinate point T thatcorresponds to a predetermined number of times of processing (e.g., fiverecords of touch position coordinate points T corresponding to fiveframes) may be stored, and the swipe input direction may be determinedusing the portion of the records. As a non-limiting example, a valueobtained by comparing a touch position coordinate point T that is themost previous of the records and the current touch position coordinatepoint T that is the most recent record may be used as the touch inputpath. In this case, the touch position coordinate point T that is themost previous record serves as the reference coordinate point Rm. Thus,when the length of a touch input time for which a touch operation iscontinued to generate a touch input path is greater than a predeterminedtime (e.g., five frames), the process of resetting a newer touchposition coordinate point T of the records of touch position coordinatepoints T as a new reference coordinate point Rm is repeatedly performedso that the time it takes to generate the touch input path becomessmaller than or equal to the predetermined period of time, and theresultant touch input path and reference coordinate point Rm are used toperform the above determination of the swipe input direction. Note thatif the records are not many enough for the predetermined number of timesof processing, a value obtained by comparing a touch position coordinatepoint T that is the most previous record and the current touch positioncoordinate point T that is the most recent record may be used as thetouch input path. Note that these features of resetting of the referencecoordinate point Rm based on the period of time for which a touch inputis being performed can be applied, as appropriate, to either the processusing the “vector FD” or the process using the “touch input path.”

The predetermined length that is a threshold for determining the lengthof the vector FD or the length of the touch input path may be setdifferently between the determination of an upward swipe operation andthe determination of a downward swipe operation. As a non-limitingexample, the predetermined length set for the determination of adownward swipe operation may be smaller than the predetermined lengthset for the determination of an upward swipe operation so that adownward swipe operation that is relatively difficult can be more easilydetermined.

The predetermined length that is a threshold for determining the lengthof the vector FD or the length of the touch input path may be changed,depending on a period of time that has passed since the initial touch.As a non-limiting example, if the period of time for which a touchoperation is continued is less than 0.2 sec, that period of time may be0.25 times as long as the threshold that is set when the period of timeis longer than or equal to 0.2 sec. As a result, when a swipe operationis performed immediately after the initial touch, the swipe operationcan be easily determined.

The predetermined length that is a threshold for determining the lengthof the vector FD or the length of the touch input path may be setdifferently between the determination of a swipe operation in onedirection and the subsequent determination of a swipe operation in theother direction. As a non-limiting example, when a touch operation iscontinued even after it is determined that a swipe operation has beenperformed in one of the upward direction and the downward direction, thepredetermined length for determining a swipe operation in the other ofthe upward direction and the downward direction may be increased by afactor of 1.5. As a result, even in the case where the user tends tomove their finger performing a touch operation backward to return thefinger to the original touch position after performing a swipe operationin one direction, the determination of a swipe operation performeddespite the user's intention can be prevented. Note that when thepredetermined length that is a threshold for determining the length ofthe vector FD or the length of the touch input path is changed andincreased, the threshold L for maintaining the length of the touch inputpath formed between the reference coordinate point Rm and the currenttouch position coordinate point T may also be changed and increased(e.g., the threshold L may be increased by a factor of 1.5).

Next, a first item lottery process example performed in the informationprocessing system 1 will be outlined with reference to FIGS. 10-14. Inthe first item lottery process example, if items I (game objects)possessed by the player object PO satisfy a predetermined combinationalcondition, an effect relatively advantageous to progression of a game isgiven to the player object PO. Note that FIG. 10 is a diagram showing anon-limiting example game image displayed on the display unit 35 of theinformation processing apparatus 3. FIG. 11 is a diagram showing anon-limiting example game image displayed on the display unit 35 of theinformation processing apparatus 3. FIG. 12 is a diagram showing anon-limiting example state transition of items I possessed in thepossession frames HF. FIG. 13 is a diagram showing another non-limitingexample state transition of items I possessed in the possession framesHF. FIG. 14 is a diagram showing a non-limiting example lottery table.

As in FIGS. 4 and 5, in FIG. 10, a game image corresponding to a gameplayed in the information processing apparatus 3 is displayed on thedisplay unit 35 of the information processing apparatus 3. As anon-limiting example, FIG. 10 shows a scene that the player object POperforms a racing game. For example, in the game, the player object POis sitting on and driving a cart on a course provided in a virtualworld, and can acquire a new item I by passing by or through an item boxIB placed on the course and thereby opening the item box IB. Note thatthe player object PO can acquire a new item I only if there is apossession frame HF that is an empty frame E.

When the player object PO passes by or through an item box IB andthereby opens the item box IB, a lottery event for acquiring a new itemI is performed. For example, a lottery event display (hereinafterreferred to a rotation lottery display) that a plurality of types ofitems I are shuffled and successively displayed in a possession frame HFthat is an empty frame E in a drum-spin or flip fashion, and thereafter,any one of the items I is displayed in a stationary state in thepossession frame HF, showing that the item I displayed in a stationarystate in the possession frame HF is finally acquired in the lottery. Forexample, FIG. 10 shows a non-limiting example in which in response tothe player object PO passing by or through an item box IB, rotatingdisplay items IR indicating that a plurality of types of items I aresuccessively displayed and a lottery is being performed are displayed,i.e., the rotation lottery display is being performed, in all thepossession frames HF (three frames). Note that the lottery for acquiringan item I is not performed for a possession frame HF in which an item Iis already displayed. Specifically, when a possession frame HF that isan empty frame E and a possession frame HF that is displaying an item Icoexist, the lottery is performed only for the empty frame E. When thereis no possession frame HF that is an empty frame E, the lottery is notperformed, and therefore, in this situation, the player object PO cannotacquire a new item I by a lottery. Note that even when the player objectPO has not yet reached a position where an item box IB is placed, alottery event for acquiring a new item I may be performed if thespecific position where the item box IB is placed and the position ofthe player object PO have a predetermined positional relationship. Forexample, when the player object PO reaches within a predetermineddistance of an item box IB, passes above or below an item box IB, orpasses through a ring-shaped item box IB, a lottery event for acquiringa new item I may be performed. Note that an item box IB may be placed ata specific position on the course, or may appear on the course at anysuitable position as time passes.

Item I that are displayed in a stationary state in possession frames HFare finally acquired by the player object PO through a lottery. Afterthe acquisition, the items I can be used by the player object PO one byone in a predetermined order (e.g., the order in which the items I havebeen acquired). By using an item I, the player object PO can obtain aneffect advantageous to progression of a race.

As shown in FIG. 11, in the non-limiting example embodiment, if the sameitems I are finally displayed in all the possession frames HF in alottery, the user wins a so-called “fever state” and can obtain aneffect more advantageous to progression of a race performed by theplayer object PO. As a non-limiting example, when the player object POis in the “fever state,” an item that has caused the “fever state” canbe continuously used for a predetermined fever period of time. Note thatas can be seen from the description below, a unique object ID is set foreach item I, and whether or not the “fever state” has been establishedis determined using objects ID set in the possession frames HF. Notethat the fever period may be varied, depending on equipment or the likeused by the player object PO.

For example, in the non-limiting example of FIG. 11, the item I1 that isa carapace is displayed in a stationary state in the leftmost possessionframe HF, the item I2 that is a carapace is displayed in a stationarystate in the middle possession frame HF, and the item I3 that is acarapace is displayed in a stationary state in the rightmost possessionframe HF, i.e., the same carapace item I is finally displayed in all thepossession frames HF in a lottery. In this case, the “fever state”caused by carapace items is continued for a predetermined period oftime, and an advantageous effect obtained by using a carapace item isgiven to the player object PO only during the predetermined feverperiod. For example, in the “fever state” caused by carapace items, aplurality of carapace items IF are disposed around the player object PO,indicating the “fever state” caused by carapace items to the user. Whenthe user is performing a certain touch operation on the touch panel, aprojectile carapace item IM is continually fired toward the front of theplayer object PO at predetermined intervals. Thus, while a singleprojectile carapace item IM can be fired from the player object PO whena carapace item I is used in a normal state, multiple projectilecarapace items IM can be continually fired from the player object PO inthe “fever state” caused by carapace items. In the “fever state,” aprojectile carapace item IM is continually fired at predeterminedintervals without performing a swipe operation for firing the item.Therefore, an item can be repeatedly used while controlling the movementdirection of the player object PO by a touch operation. Furthermore,while an item I can be used once for each possession frame HF in thenormal state, i.e., the same number of items I as the possession framesHF (e.g., three) can be used, an indefinite number of items (i.e.,greater than or equal to the number of possession frames HF, e.g., fouror more) can be continually used without being limited to the number ofpossession frames HF during the fever period in which the “fever state”caused by the same three items I is continued. Therefore, the feverstate is more advantageous to the user than in the normal state.

Note that in the “fever state,” the direction of the projectile item IMfired from the player object PO may be fixed to a predetermineddirection (e.g., the direct forward direction of the player object PO),or may be fired in a random direction around the player object PO eachtime. When, in the “fever state,” the vector FD satisfying the conditionfor firing the projectile item IM (i.e., the length of the vector FD isgreater than or equal to a predetermined length and the direction of thevector FD is within the forward-direction determination region UA or thebackward-direction determination region LA) is set, the projectile itemIM may be fired based on the direction of the vector FD each time.

In the “fever state,” the number of items IF that are disposed anddisplayed around the player object PO may be reduced as time passesduring the fever period. This allows the user of the informationprocessing apparatus 3 to know the remaining time of the fever periodfrom the number of displayed items IF. Note that an image for notifyingthe user of the remaining time of the fever period by reducing thenumber of displayed items IF may not be of a plurality of items IFdisposed around the player object PO. For example, the number of items Idisplayed in the possession frames HF may be reduced as time passesduring the fever period.

Next, a non-limiting example progression of a game in which a new item Iis acquired through a lottery (the states of possession frames HFtransition) will be described with reference to FIGS. 12 and 13.

In FIG. 12, in a state A in which the possession frames HF are in aninitial state, all the possession frames HF are an empty frame E. In thestate A, when the player object PO passes by or through an item box IBand thereby opens the item box IB, an item lottery is performed for allthe possession frames HF. As a result, a state B occurs in which therotation lottery display of a rotating display item IR is performed ineach possession frame HF. Note that in the state B, the probability ofwinning the “fever state” is controlled, which is described below.

When the item lottery is won to get the “fever state” in the state B, astate C occurs in which the same item I is finally displayed in astationary state in all the possession frames HF. For example, in thestate C, a carapace item I1 is displayed in a stationary state in theleftmost possession frame HF, a carapace item I2 is displayed in astationary state in the middle possession frame HF, and a carapace itemI3 is displayed in a stationary state in the rightmost possession frameHF. Thus, in the state C, it is shown that as a result of the itemlottery in the state B, the user has won the “fever state” caused bycarapace items in which the same carapace item I is finally displayed inall the possession frames HF. As a result, the player object PO performsa race in the “fever state” caused by carapace items.

When a predetermined fever period has passed since the occurrence of the“fever state” caused by carapace items, a state D occurs in which the“fever state” of the player object PO ends, and all the possessionframes HF are an empty frame E. Thus, all the possession frames HF arean empty frame E, and therefore, an item lottery can be performed againfor all the possession frames HF.

In the state D, when the player object PO passes by or through anotheritem box IB and thereby opens the item box IB, an item lottery isperformed again for all the possession frames HF. As a result, a state Eoccurs in which the rotation lottery display of a rotating display itemIR is performed for all the possession frames HF.

When the item lottery is lost in the state E, a state F occurs in whichat least one different item I is finally displayed in a stationary statein all the possession frames HF. For example, in the state F, the samecarapace items I1 and I3 are displayed in a stationary state in theleftmost and rightmost possession frames HF, and a different item I2(banana) is displayed in a stationary state in the middle possessionframe HF. Thus, in the state F, it is shown that the item lottery in thestate E is lost. The items I1-I3 displayed in the possession frames HFin the state F can be individually used by the player object PO.

In FIG. 13, when the item I1 displayed in the leftmost possession frameHF in the state F has been used, a state G occurs in which the leftmostpossession frame HF is an empty frame E. Thus, when at least onepossession frame HF is an empty frame E, an item lottery can beperformed for the empty frame E.

In the state G, when the player object PO passes by or through anotheritem box IB and thereby opens the item box IB, an item lottery isperformed for the empty frame E that is the leftmost possession frameHF. As a result, a state H occurs in which the rotation lottery displayof a rotating display item IR is performed only for the empty frame Ethat is the leftmost possession frame HF. However, in the state H, thedifferent items I2 and I3 are already finally displayed in the middlepossession frame HF and the rightmost possession frame HF, andtherefore, the item lottery is lost even when any item I is finallydisplayed in the empty frame E that is the leftmost possession frame HF,so that a state I occurs in which an item I1 is displayed in astationary state in the leftmost possession frame HF. As a non-limitingexample, the items I displayed in the possession frames HF can be usedin a first-in, first-out (FIFO) method. Specifically, in the state I,the item I1 has most recently been acquired of the items I1-I3 displayedin the possession frames HF, and therefore, the item I1 is the last tobe used when the player object PO uses the items I1-I3. Note that theorder in which the items I displayed in the possession frames HF areused is not limited to the FIFO (first-in, first out) method. Forexample, an item I to be used may be selected by the user performing anoperation of selecting that item displayed in a possession frame HF(e.g., an operation of touching that item I on the touch panel).

When the item I2 displayed in the middle possession frame HF and theitem I3 displayed in the rightmost possession frame HF in the state Ihave been used, a state J occurs in which the middle and rightmostpossession frames HF are an empty frame E. Thus, the two possessionframes HF are an empty frame E, and therefore, an item lottery can beperformed for the two empty frames E.

In the state J, when the player object PO passes by or through anotheritem box IB and thereby opens the item box IB, an item lottery isperformed for the empty frames E that are the middle and rightmostpossession frames HF. As a result, a state K occurs in which therotation lottery display of a rotating display item IR is performed forthe empty frames E that are the middle and rightmost possession framesHF. Here, although the item I1 is already finally displayed in theleftmost possession frame HF in the state J, the “fever state” can bewon if the same type of item I as the item I1 is finally displayed inthe empty frames E that are the middle and rightmost possession framesHF.

When the item lottery in the state K is won to get the “fever state,” astate L occurs in which the same type of item I as the item I1 isfinally displayed in a stationary state in the middle and rightmostpossession frames HF. For example, in the state L, the item I1 that is amushroom is displayed in a stationary state in the leftmost possessionframe HF, the item I2 that is a mushroom is displayed in a stationarystate in the middle possession frame HF, and the item I3 that is amushroom is displayed in a stationary state in the rightmost possessionframe HF. Thus, in the state L, it is shown that as a result of the itemlottery in the state K, the “fever state” caused by mushroom items inwhich the same mushroom item I is finally displayed in all thepossession frames HF is won. As a result, the player object PO performsa race in the “fever state” caused by mushroom items.

Thus, in the first item lottery process example performed in theinformation processing system 1, at least one is selected from items Iincluded in a plurality of possession frames and is used, and therefore,an in-game effect can be obtained based on the type of the selected itemI, and a possession frame in which that item I is displayed is changedto an empty frame E after the occurrence of the in-game effect. Inaddition, when the condition that all items I included in the pluralityof possession frames are the same item is satisfied in an item lottery,the above in-game effect can provide a more advantageous in-game effect.

Next, a non-limiting example lottery table that sets probabilities ofwinning the “fever state” will be described with reference to FIG. 14.

In FIG. 14, the lottery table describes, the probability of winning the“fever state” is described for each combination of the number ofpossession frames HF that are an empty frame E and the type of an item Ithat causes the “fever state.” In the lottery table, the totalprobability of winning that is the sum of the probabilities of the itemsI, is also described.

For example, in the lottery table of FIG. 14, in an item lottery inwhich all the possession frames HF are an empty frame E and are in arotation lottery state (all-frame rotation), the probability of winningusing a carapace item is set to 10%, the probability of winning using abanana item is set to 10%, and the probability of winning using amushroom item is set to 10%. In the lottery table, in an item lottery inwhich a carapace item I is finally displayed in one or two possessionframes HF, and the remaining possession frames HF are an empty frame E(i.e., a possession frame HF that is an empty frame E and a possessionframe HF in which a carapace item I is finally displayed coexists) andare in a rotation lottery state (non-all-frame rotation), theprobability of winning using a carapace item is set to 10%, and theprobability of winning using each of banana and mushroom items is set to0%. Also, in the lottery table, in an item lottery in which a bananaitem I is finally displayed in one or two possession frames HF, and theremaining possession frames HF are an empty frame E (i.e., a possessionframe HF that is an empty frame E and a possession frame HF in which abanana item I is finally displayed coexists) and are in a rotationlottery state (non-all-frame rotation), the probability of winning usinga banana item is set to 10%, and the probability of winning using eachof carapace and mushroom items is set to 0%. Also, in the lottery table,in an item lottery in which a mushroom item I is finally displayed inone or two possession frames HF, and the remaining possession frames HFare an empty frame E (i.e., a possession frame HF that is an empty frameE and a possession frame HF in which a mushroom item I is finallydisplayed coexists) and are in a rotation lottery state (non-all-framerotation), the probability of winning using a mushroom item is set to10%, and the probability of winning using each of carapace and bananaitems is set to 0%.

In the lottery table, the probability of winning using any item inall-frame rotation is set to 30%, and the probability of winning usingany item in non-all-frame rotation is set to 10%. Thus, in the casewhere the lottery table is used, the probability of winning the “feverstate” is highest when an item lottery is performed in which all thepossession frames HF are an empty frame E. This is because theprobability of winning an item lottery in any state is the same for allitems. Therefore, by the use of such a lottery table, the strategy ofleaving an item I that is desired by the user finally displayed in apossession frame HF and thereby increasing the winning probability usingthat item I can be prevented.

Note that the lottery table may be managed by the server 200, and when agame is started in the information processing apparatus 3, the lotterytable may be transmitted from the server 200 to the informationprocessing apparatus 3. In this case, the server 200 may transmit adifferent lottery table, depending on the timing of gameplay, the levelof the user of the information processing apparatus 3, etc. The server200 may set a different lottery table to be used, depending on thesituation of a game. For example, the server 200 may set a differentlottery table, depending on the number of laps in a race, the standingin a race, the type of a course or a race, the type of the player objectPO, etc. As a non-limiting example, in the lottery table, theprobability of winning the “fever state” may be set higher as a race iscloser to the end or as the number of laps finished increases. Asanother non-limiting example, a different lottery table may be set,depending on equipment used in a race by the player object PO. Forexample, when the player object PO uses a special piece of equipment,the probability of winning the “fever state” may be set higher in alottery table.

When the “fever state” is won, the effect of an item I causing the winas well as another effect may be given to the player object PO. As anon-limiting example, when the “fever state” caused by carapace items iswon, the effect of continually firing a projectile carapace item IM aswell as the effect of increasing or decreasing the traveling speed ofthe player object PO may be given to the player object PO during thefever period. As another non-limiting example, when the “fever state”caused by carapace items is won, the effect of continually firing aprojectile carapace item IM as well as the defensive effect of keepingthe player object PO traveling without an influence even when beingattacked by the opponent object EO or colliding with other objects, maybe given to the player object PO during the fever period. As anon-limiting example, even when a projectile carapace item IM fired bythe player object PO is returned to the player object PO itself, theplayer object PO repels or avoids the projectile carapace item IM sothat the traveling of the player object PO is not affected, andtherefore, in the “fever state,” the user can fire a projectile carapaceitem IM without caring an influence on the player object PO itself.

A special item (e.g., a “lucky 7” item) may be set which provides theeffects of a plurality of types of items I. For example, in the aboveitem lottery, when the special item is finally displayed in all thepossession frames HF and the “fever state” caused by the special itemsis won, the effect of successively giving the effects of a plurality ofitems appearing in the game is given to the player object PO during thefever period. Meanwhile, when the item lottery is lost with the specialitem existing in at least one possession frame HF, the special item isremoved from that possession frame HF without getting the effect of thespecial item that would be obtained when used alone, and the possessionframe HF is changed to an empty frame E.

In the non-limiting example embodiment, the player object PO can acquirea new item I only if there is a possession frame HF that is an emptyframe E. Alternatively, even when there is no possession frame HF thatis an empty frame E, a new item I may be able to be acquired. In thiscase, even when there is no possession frame HF that is an empty frameE, an item lottery can be performed, and the possession frames HF inwhich an item I is being displayed are put into the rotation lotterystate. When an empty frame E and a frame in which an item I is beingdisplayed coexist among the possession frames HF, not only the emptyframe E but also the possession frame HF in which an item I is beingdisplayed may be put into the rotation lottery state in an item lottery.When a possession frame HF in which an item I is being displayed is putinto the rotation lottery state and an item lottery is performed, thepossession frame HF may not be changed to an empty frame E after theitem I is used.

In the above non-limiting example embodiment, the “fever state” is wonif all possession frames HF have the same item I. Alternatively, thecondition under which the “fever state” is won using items I may beother combinational conditions. As a non-limiting example, in the casewhere there are four possession frames HF, the “fever state” is won ifat least three of the possession frames HF have the same item I. Asanother non-limiting example, the “fever state” may be won if threepossession frames HF have a specific combination of items I (e.g.,mushroom-carapace-banana).

After the “fever state” is won, the player object PO may be put into the“fever state” immediately or a predetermined period of time after theuser is notified of the win. Alternatively, after the “fever state” iswon, the player object PO may be put into the “fever state” in responseto the user's predetermined operation.

The probability of winning the “fever state” and the types of items Ithat are displayed in a stationary state in possession frames HF may becontrolled according to a rule that is different from the controlperformed based on the lottery table. For example, the probability ofwinning the “fever state” and the types of items I that are displayed ina stationary state in possession frames HF may be controlled randomly orbased on the timing at which an item box IB is opened, or such thatitems I are displayed in a stationary state in possession frames HF in apredetermined order.

Next, a second item lottery process example that is performed in theinformation processing system 1 will be outlined with reference to FIGS.15-18. In the second item lottery process example, an item lottery canbe performed without opening an item box IB provided in a race if apredetermined condition is satisfied. Note that FIG. 15 is a diagramshowing a non-limiting example game image displayed on the display unit35 of the information processing apparatus 3. FIG. 16 is a diagramshowing a non-limiting example game image displayed on the display unit35 of the information processing apparatus 3. FIG. 17 is a diagramshowing a non-limiting example state transition of items I possessed inpossession frames HF and an item lottery icon AB. FIG. 18 is a diagramshowing a non-limiting example game image displayed on the display unit35 of the information processing apparatus 3.

As in FIGS. 4 and 5, in FIG. 15, the display unit 35 of the informationprocessing apparatus 3 displays a game image corresponding to a gameplayed in the information processing apparatus 3. As a non-limitingexample, FIG. 15 shows a scene in which the player object PO performs aracing game. For example, in the game, the player object PO is sittingon and driving a cart on a course provided in a virtual world. If apredetermined condition is satisfied when the player object PO istraveling, an item lottery icon AB appears instead of the possessionframes HF.

The item lottery icon AB functions as an operation instruction buttonthat is selected and executed by the user's touch operation. Currencyamount information M that indicates the amount of virtual currency thatis consumed when the item lottery icon AB is selected and executed isprovided near the item lottery icon AB. In the non-limiting example ofFIG. 15, the currency amount information M indicates that when the itemlottery icon AB is used, a piece of star-shaped virtual currency thatcan be acquired by the user by payment is consumed. Note that the itemlottery icon AB and the currency amount information M appear if all thepossession frames HF are an empty frame E, and do not appear if thenumber of times of use exceeds a limit (e.g., once a race) due toconsumption or if the user does not have enough virtual currency to usethe item lottery icon AB. For example, when the item lottery icon AB isused by a touch operation (e.g., a tap operation) on the item lotteryicon AB displayed on the touch panel, an item lottery event foracquiring a new item I is started. Note that the state in which the itemlottery icon AB does not appear may be such that the item lottery iconAB is not displayed on the display screen, or such that the item lotteryicon AB may be displayed grayed-out or translucent. Even in a state inwhich the item lottery icon AB is not allowed to be selected, the itemlottery icon AB may be displayed on the display screen. In this case,even when the user performs an operation of selecting the item lotteryicon AB, the item lottery icon AB provokes no response.

As shown in FIG. 16, when the item lottery icon AB is used, thepossession frames HF appear instead of the item lottery icon AB and thecurrency amount information M. As in the first item lottery processexample, a rotating display item IR indicating the rotation lotterydisplay state is displayed in all the possession frames HF, andthereafter, any item I is displayed in a stationary state in each frame,indicating that the items I have finally been displayed in a stationarystate and acquired in a lottery.

Even in an item lottery triggered by using the item lottery icon AB,items I that are displayed in a stationary state in possession frames HFare finally acquired by the player object PO through the lottery, andafter the acquisition, the player object PO can use the acquired itemsone by one in a predetermined order using the above operation method.The player object PO can obtain an advantageous effect to progression ofthe game using the items I.

Even in an item lottery triggered by using the item lottery icon AB,when the same item I is finally displayed in all the possession framesHF through the lottery, the “fever state” is won and the player objectPO can obtain a more advantageous effect to progression of a race. As inthe first item lottery process example, when the player object PO winsthe “fever state,” an item causing the “fever state” can be continuallyused only during a predetermined fever period.

Thus, in an item lottery triggered by using the item lottery icon AB, anew item I can be acquired or the “fever state” can be won, as in anitem lottery triggered by opening an item box IB provided on the course.Therefore, the user can start a new item lottery whenever the itemlottery icon AB appears, in addition to the situation where an item boxIB is placed on the course. Note that an item lottery triggered by usingthe item lottery icon AB and an item lottery triggered by opening anitem box IB may include more elements different therebetween.

As a first non-limiting example, a period of time for which an itemlottery triggered by using the item lottery icon AB is performed (arotation lottery event of an item I is performed) may be set shorterthan a period of time for which an item lottery triggered by opening anitem box IB is performed. As a result, when the item lottery icon AB isused, the time it takes for the player object PO to obtain an effectprovided by acquiring a new item I or winning the “fever state” can bereduced, and as a result, the player object PO can obtain anadvantageous effect earlier.

As a second example, the probability of winning an item lotterytriggered by using the item lottery icon AB to get the “fever state” maybe set higher than the probability of winning an item lottery triggeredby opening an item box IB to get the “fever state.” As a result, whenthe item lottery icon AB is used, the probability that the player objectPO obtains an effect provided by the “fever state” is increased, andtherefore, the possibility that the player object PO can obtain anadvantageous effect is increased. Note that the magnitude of an increasein the probability of winning the “fever state” may be changed,depending on the amount of virtual currency consumed when the itemlottery icon AB is selected and executed. As a non-limiting example, asthe amount of virtual currency consumed when the item lottery icon AB isselected and executed increases, the probability may be increased. Inthis case, as the number of times of selection and execution of the itemlottery icon AB in a race increases, the amount of virtual currencyconsumed by the execution may be increased, and the probability may beincreased with an increase in the consumed virtual currency amount.Compared to when an item lottery triggered by opening an item box IB iswon to get the “fever state,” the probability of winning using an itemhaving a higher effect may be increased when an item lottery triggeredby using the item lottery icon AB is won to get the “fever state.”

Next, a non-limiting example progression of a game in which a lotteryfor a new item I is triggered by using the item lottery icon AB will bedescribed with reference to FIG. 17.

In FIG. 17, in a state M that is a non-limiting example state of thepossession frames HF, all items I displayed in the possession frames HFare different, i.e., a loss state. When all the items I1-I3 displayed inthe possession frames HF in the state M have been used, a state N occursin which all the possession frames HF are an empty frame E. If all thepossession frames HF are an empty frame E, one of conditions for causingthe item lottery icon AB is satisfied.

In the state N, if the number of times of selection and execution of theitem lottery icon AB has not reached a limit, and the user possessesvirtual currency that is consumed when the execution is performed, astate O occurs in which the item lottery icon AB and the currency amountinformation M appear instead of the possession frames HF. In this case,when a touch operation is performed on the item lottery icon ABdisplayed on the touch panel, control proceeds to the process ofselecting and executing the item lottery icon AB, and an item lottery isperformed for all the possession frames HF. As a result, a state Poccurs in which the rotation lottery display of a rotating display itemIR is performed for all the possession frames HF.

When the item lottery in the state P is won to get the “fever state,” astate Q occurs in which the same item I is displayed in a stationarystate in all the possession frames HF. For example, in the state Q, amushroom item I1 is displayed in a stationary state in the leftmostpossession frame HF, a mushroom item I2 is displayed in a stationarystate in the middle possession frame HF, and a mushroom item I3 isdisplayed in a stationary state in the rightmost possession frame HF.Thus, as a result of the item lottery in the state P, it is shown in thestate Q that the same mushroom item I is finally displayed in all thepossession frames HF, and therefore, the “fever state” caused bymushroom items is won. As a result, the player object PO can perform arace in the “fever state” caused by mushroom items.

When a predetermined fever period has passed since the occurrence of the“fever state” caused by mushroom items, the “fever state” of the playerobject PO ends, and a state R occurs in which all the possession framesHF are an empty frame E. When all the possession frames HF are thus anempty frame E, an item lottery can be performed for all the possessionframes HF again. Note that in the state R in which all the possessionframes HF are an empty frame E, if the number of times of selection andexecution of the item lottery icon AB has not yet reached a limit, andthe user possesses virtual currency that can be consumed in theexecution, the state that the item lottery icon AB and the currencyamount information M appear instead of the possession frames HF mayoccur. If the above conditions are not satisfied, the item lottery iconAB does not appear again in the race.

Next, a non-limiting example of virtual currency consumed by selectionand execution of the item lottery icon AB will be described. Forexample, in the non-limiting example embodiment, star-shaped virtualcurrency can be purchased by the user using real currency, i.e.,payment. For example, when the user has performed a process ofpurchasing star-shaped virtual currency by paying real currency usingthe information processing apparatus 3, information about payment forthe purchase is transmitted to the server 200, and a predeterminedauthentication process is performed before the payment is settledbetween the server 200 and the user. When the information processingapparatus 3 is notified of the settlement for the purchase of thestar-shaped virtual currency by the server 200, the informationprocessing apparatus 3 adds the purchased star-shaped virtual currencyto the user's possession. Note that star-shaped virtual currency managedin the user's possession may be usable in other games. As used herein,the term “purchase” refers to a situation in which virtual currency canbe acquired by paying real currency. Specifically, when a user has topay to use software for a game, or a user has to play a game itself, ora user has to play to use a predetermined action in a game, etc., thenif the user acquires virtual currency by paying real currency, it can beconsidered that the user acquires virtual currency by purchase. Needlessto say, when software for performing a game is free, or playing a gameitself is free, or a predetermined action in a game is free, etc., thenif a user acquires virtual currency by paying real currency, it can beconsidered that the user acquires virtual currency by purchase. Theabove purchase using real currency may be settled by a means previouslypurchased by a user, or delayed payment. For example, virtual currencymay be purchased using a prepaid card previously purchased by a user, ora credit card, which a user uses to pay later.

Star-shaped virtual currency purchased by payment as described above canbe exchanged for various things in the game. For example, in a purchasescene which can be viewed before the start of the racing game or afterthe end of the racing game, i.e., a game scene different from thoseappearing during a race, pieces of equipment used in a race, in-gamecoins, etc., can be purchased using star-shaped virtual currency. Forexample, as shown in FIG. 18, in a purchase screen displayed in thepurchase scene, displayed are purchase buttons B1 that can be used topurchase in-game coins using star-shaped virtual currency, purchasebuttons B2 that can be used to purchase a piece of equipment for use ina race using in-game coins, and a purchase button B3 that can be used topurchase star-shaped virtual currency by payment. Note that a first gamescene is a scene in which game contents can be obtained or enhanced, andthe obtained and/or enhanced game contents can be used in a second gamescene. After game contents can be obtained or enhanced in the first gamescene, a transition to the second game scene can occur, and after thesecond game scene, a transition back to the first game scene can occur.

Specifically, the purchase buttons B1 include a button for exchanging 10pieces of star-shaped virtual currency for 100 in-game coins, a buttonfor exchanging 100 pieces of star-shaped virtual currency for 1200in-game coins, and a button for exchanging 1000 pieces of star-shapedvirtual currency for 15000 in-game coins. Here, in-game coins functionas a parameter that can be acquired as a consideration for anachievement in the racing game, or can be acquired by acquiring apredetermined item in the racing game. Typically, in-game coins can beacquired and used in the racing game. In-game coins can also bepurchased with (or exchanged for) virtual currency possessed by the userby selecting and executing a purchase button B1 desired by the user inthe purchase screen.

The purchase buttons B2 include a button for purchasing first equipmentthat can be used in the race by consuming 1000 in-game coins, a buttonfor purchasing second equipment that can be used in the race byconsuming 200 in-game coins, a button for purchasing third equipmentthat can be used in the race by consuming 500 in-game coins, and abutton for purchasing fourth equipment that can be used in the race byconsuming 100 in-game coins. Here, a piece of equipment that can be usedin the race is such that when the player object PO participates in therace using the equipment, a specific ability of the equipment is givento the player object PO, and the player object PO can acquire an in-gameeffect advantageous to progression of the race using the equipment. As anon-limiting example, by the use of a piece of equipment, the playerobject PO can acquire a specific ability of the equipment such asincreasing the traveling speed or acceleration, improving steeringproperties, increasing places where traveling is allowed, or enhancingdefensive power. The player object PO can continue to use purchasedequipment in a plurality of races, and therefore, as long as theequipment is effective, the equipment functions as an item that gives acontinual in-game effect to the player object PO. Meanwhile, even if thepossession of an item I can be carried over to another race, the in-gameeffect caused by the use of the item I or the in-game effect caused bythe “fever state” is limited to a partial period of time in a race inwhich the effect occurs, and is not continued into another race, andtherefore, equipment can be said to be an item that gives a temporaryin-game effect to the player object PO.

As can be seen from the purchase buttons B1 and B2, after exchangingstar-shaped virtual currency for in-game coins, the user can purchaseequipment using the in-game coins. Therefore, the user can purchaseequipment using star-shaped virtual currency through in-game coins.Although, in the above purchase screen example, star-shaped virtualcurrency needs to be once exchanged for in-game coins in order topurchase equipment, equipment may be purchased directly usingstar-shaped virtual currency without exchanging for in-game coins. Insome games in which star-shaped virtual currency is not set, in-gamecoins may be purchasable directly by payment. In this case, in suchgames, star-shaped virtual currency does not exist, and only in-gamecoins exist, and therefore, equipment may be purchasable by the use ofin-game coins, and a predetermined number of (e.g., 1000) of in-gamecoins may be consumed when the item lottery icon AB is used. In the casewhere only in-game coins exist, the in-game coins may not necessarily bepurchasable directly by payment.

In the above example game, when the item lottery icon AB is selected andexecuted, star-shaped virtual currency is consumed. Alternatively,in-game coins that can be exchanged for star-shaped virtual currency inthe purchase screen may be consumed upon the execution. Thus, even inthe case where in-game coins are consumed when the item lottery icon ABis selected and executed, after star-shaped virtual currency is onceexchanged for in-game coins, the item lottery icon AB can be executedusing the in-game coins. Therefore, it can be said that star-shapedvirtual currency can be used to execute the item lottery icon AB.

In the purchase screen, an “item lottery icon AB execution right” thatallows the item lottery icon AB to be selected and executed may bepurchasable by the use of star-shaped virtual currency or in-game coinsexchangeable for star-shaped virtual currency. For example, if the userhas purchased and possesses the “item lottery icon AB execution right,”then when the item lottery icon AB appears, the user can select andexecute the item lottery icon AB by using and consuming the “itemlottery icon AB execution right.” Thus, even in the case where the “itemlottery icon AB execution right” is consumed when the item lottery iconAB is selected and executed, after star-shaped virtual currency orin-game coins are once exchanged for the “item lottery icon AB executionright,” the item lottery icon AB can be executed using the “item lotteryicon AB execution right.” Therefore, it can be said that star-shapedvirtual currency can be used to execute the item lottery icon AB.

Thus, in the second item lottery process example performed in theinformation processing system 1, in a purchase scene in which in-gamecoins, equipment, etc., can be purchased, when equipment is purchasedusing star-shaped virtual currency or in-game coins changed from thevirtual currency, the amount of possessed virtual currency is reduced,and the player object PO can obtain an effect of the equipment thatcontinues to be effective in a plurality of races. When the playerobject PO comes into contact with an item box IB disposed on the coursein a race, the player object PO can obtain a temporary effect that iseffective in that race by the use of an item I. Furthermore, when theitem lottery icon AB is selected and executed in a race, the amount ofpossessed virtual currency is consumed and reduced by the execution, andthe player object PO can obtain the above temporary effect that iseffective in that race by the use of an item I or a temporary effect ofwinning the “fever state”. Therefore, star-shaped virtual currency andin-game coins function as items that give various effects to the playerobject PO, and therefore, the user can be more motivated to acquirestar-shaped virtual currency or in-game coins.

Note that in the above non-limiting example embodiment, only when allthe possession frames HF are an empty frame E, the item lottery icon ABappears. Alternatively, the item lottery icon AB may appear even whennone of the possession frames HF is an empty frame E or when a portionof the possession frames HF are an empty frame E. In this case, evenwhen none of the possession frames HF is an empty frame E or when aportion of the possession frames HF are an empty frame E, an itemlottery can be triggered by selecting the item lottery icon AB, and apossession frame HF in which an item I is being displayed is also putinto the rotation lottery state. When an item lottery is performed byselecting the item lottery icon AB in a situation that an empty frame Eand a frame in which an item I is being displayed coexist among thepossession frames HF, the empty frame E as well as the possession frameHF in which an item I is being displayed may be put into the rotationlottery state.

In the above description, when the player object PO comes into contactwith an item box IB disposed on the course in a race, the player objectPO can obtain a temporary effect that is effective in that race by theuse of an item I. Alternatively, the temporary effect may be obtainedwithout such a contact with an item box IB. For example, instead of alottery event for a new item I that is triggered when the player objectPO comes into contact with an item box IB, a lottery event for a newitem I may be automatically performed at predetermined intervals. Inthis case, by selecting the item lottery icon AB, a new item I may beallowed to be acquired through a lottery even during the predeterminedinterval.

The probability of winning the “fever state” in the case of selection ofthe item lottery icon AB and the type of an item I that is displayed ina stationary state in a possession frame HF may be controlled accordingto a rule different from that for the control performed based on thelottery table. For example, the probability of winning the “fever state”in the case of selection of the item lottery icon AB and the type of anitem I that is displayed in a stationary state in a possession frame HFmay be controlled randomly or based on the timing of selection of theitem lottery icon AB, or such that items I are displayed in a stationarystate in possession frames HF in a predetermined order.

The number of possession frames HF may be changed, depending on the typeof the player object PO. As a non-limiting example, the number ofpossession frames HF may be changed, depending on a relationship betweenthe player object PO and a course on which the player object PO travels.Three possession frames HF may be displayed for a course having a goodrelationship with the player object PO, and one possession frame HF maybe displayed for a course having a bad relationship with the playerobject PO. When a gameplay is performed using a course for which asingle possession frame HF is displayed, the player object PO cansimultaneously have a smaller number of items I, and the “fever state”caused by all the possession frames HF having the same item I does notoccur, and therefore, the user is in a disadvantageous condition. Notethat even in the case where a course has a bad relationship and a singlepossession frame HF is displayed, three possession frames HF may appearand a lottery event may be performed for new items I when the itemlottery icon AB is selected. In the case where the number of displayedpossession frames HF is thus changed, depending on the relationshipbetween the player object PO and a course, the user is motivated toselect the type of a player object PO to be used.

Next, processes performed in the information processing apparatus 3 willbe described in detail. Firstly, main data used in processes performedin the information processing apparatus 3 will be described withreference to FIG. 19. Note that FIG. 19 is a diagram showingnon-limiting example main data and programs stored in the storage unit32 of the information processing apparatus 3.

As shown in FIG. 19, the storage unit 32 stores, in a data storageregion, operation data Da, transmission data Db, reception data Dc, userpossession data Dd, lottery table data De, current touch inputcoordinate data Df, touch path coordinate data Dg, first referencecoordinate data Dh, second reference coordinate data Di,leftward/rightward component data Dj, steering wheel angle data Dk,input length data Dm, input vector data Dn, determination region dataDp, firing direction data Dq, possession frame data Dr, first lotteryflag data Ds, second lottery flag data Dt, winning flag data Du, lotterynumber-of-times data Dv, player object action data Dw, opponent objectaction data Dx, item position data Dy, and image data Dz, etc. Note thatthe storage unit 32 stores, in addition to data contained in theinformation of FIG. 19, data, etc., data required in the process such asdata used in an executed application. The storage unit 32 also stores,in a program storage region, various programs Pa including acommunication program and an information processing program (gameprogram).

The operation data Da indicates operation information about the user'soperation on the information processing apparatus 3. For example,operation data indicating an operation performed on the input unit 34including the touch panel is acquired at time intervals that are a unitprocess time (e.g., 1/60 sec) of the information processing apparatus 3,and the operation data Da is updated with the acquired operation data.

The transmission data Db is stored as data to be transmitted to theserver 200. The reception data Dc has been received from the server 200.

The user possession data Dd indicates virtual currency, in-game coins,equipment, characters, items, an experience point, a play level, a userID, etc., which are possessed by the user and the player object POoperated by the user, and are managed by the server 200, are receivedfrom the server 200, and are set before the start of the game.

The lottery table data De indicates the probability of winning the“fever state” for each type of item I, which is set based on the numberof empty frames E, timing, the state of the player object PO, etc. Forexample, the lottery table data De is managed by the server 200, isreceived from the server 200 and is set before the start of the game.

The current touch input coordinate data Df indicates the current touchposition coordinate point T of a touch operation at a current time onthe input unit 34 (touch panel). The touch path coordinate data Dgindicates the records (touch path coordinates) of touch input coordinatepoints from the time when the touch panel is first touched to thecurrent time. The first reference coordinate data Dh indicates a touchinput coordinate point where the touch panel is first touched, andindicates a reference coordinate point (the reference coordinate pointR0) that is used to calculate the leftward/rightward component of aswipe input. The second reference coordinate data Di indicates a touchinput coordinate point that moves on a touch path in a manner thatsatisfies a predetermined condition, and indicates a referencecoordinate point (the reference coordinate point Rm) that is used tocalculate the upward/downward component of a swipe input.

The leftward/rightward component data Dj indicates theleftward/rightward component of a swipe input performed by the user. Thesteering wheel angle data Dk indicates a steering wheel angle of theplayer object PO that is calculated based on the leftward/rightwardcomponent of a swipe input.

The input length data Dm indicates the length of a path of touchpositions input by the user. The input vector data Dn indicates a vectorFD from the reference coordinate point Rm toward the current touchposition coordinate point T.

The determination region data Dp indicates the determination regions UAand LA for determining the upward or downward direction of a swipeinput. The firing direction data Dq indicates the direction of aprojectile item IM fired by the player object PO.

The possession frame data Dr indicates the object ID of an item Idisposed in each possession frame HF. When a possession frame HF is anempty frame E, data indicating an empty frame E is set for thatpossession frame HF.

The first lottery flag data Ds indicates a first lottery flag that isset on for a period of time that an item lottery triggered by the playerobject PO opening an item box IB is being performed. The second lotteryflag data Dt indicates a second lottery flag that is set on for a periodof time that an item lottery triggered by the user selecting andexecuting the item lottery icon AB is being performed. The winning flagdata Du indicates a winning flag that is set on for a period of timethat the “fever state” is being continued. The lottery number-of-timesdata Dv indicates the number of item lotteries that have been performedby selecting and executing the item lottery icon AB.

The player object action data Dw indicates an action of the playerobject PO, and includes the position, speed, orientation, number oflaps, standing, etc., of the player object PO in a race. The opponentobject action data Dx indicates an action of the opponent object EO, andincludes the position, speed, orientation, number of laps, standing,etc., of the opponent object EO in a race. The item position data Dyindicates the position of an icon I (the ready-to-use item IP) disposedat the ready-to-use position and the position of a fired icon I (theprojectile item IM).

The image data Dz is data for displaying a game image (e.g., an image ofthe player object PO, an image of the opponent object EO, an image of anitem I, an image of a possession frame HF, an image of the item lotteryicon AB, an image of another virtual object, a field image of a course,etc., a background image, etc.) on the display unit 35 of theinformation processing apparatus 3 in the game.

Next, processes performed in the information processing apparatus 3 willbe described in detail with reference to FIGS. 20-24. Note that FIG. 20is a flowchart showing a non-limiting example process executed in theinformation processing apparatus 3. FIG. 21 is a subroutine showing adetailed example of an operation determination process in step S106 ofFIG. 20. FIG. 22 is a subroutine showing a detailed example of a firstitem lottery process in step S107 of FIG. 20. FIG. 23 is a subroutineshowing a detailed example of a second item lottery process in step S108of FIG. 20. FIG. 24 is a subroutine showing a detailed example of apurchase process in step S116 of FIG. 20. Here, of the processes of theinformation processing system 1 in the flowcharts of FIGS. 20-24, gameprocesses involved in an operation on the player object PO, an itemlottery, and a purchase process that is performed on an occasion otherthan a race, will be mainly described as a non-limiting example, andother processes that are not directly involved with these processes willnot be described in detail. In FIGS. 20-24, each step executed by thecontrol unit 31 is abbreviated to “S.”

In the non-limiting example embodiment, steps shown in FIGS. 20-24 areperformed by the control unit 31 (CPU) executing a communication programor game program stored in the program storage unit 33. Note that theprocesses of FIGS. 20-24 are started with any appropriate timing. Atthis time, all or a portion of the communication program or game programis read from the storage unit 32 with appropriate timing, and isexecuted by the control unit 31. Thus, the processes of FIGS. 20-24 arestarted. Note that the communication program and the game program areassumed to be previously stored in the program storage unit 33. Inanother non-limiting example embodiment, the communication program andthe game program may be obtained from a storage medium removablyattached to the information processing apparatus 3, and stored in thestorage unit 32, or may be obtained from another apparatus through anetwork, such as the Internet, and stored in the storage unit 32.

The steps of the flowcharts of FIGS. 20-24 are merely illustrative, andif a similar result is obtained, the order in which the steps areperformed may be changed, and another step may be executed in additionto or instead of each step. Although, in the non-limiting exampleembodiment, it is assumed that each step of the flowcharts is executedby the control unit 31, all or a portion of the steps of the flowchartsmay be executed by a processor other than the CPU of the control unit 31or a dedicated circuit.

In FIG. 20, the control unit 31 performs a communication process (stepS101), and proceeds to the next step. For example, the control unit 31transmits transmission data (e.g., data for user authentication (e.g.,data indicating the user's ID)) stored in the transmission data Db tothe server 200 through the network 100. The control unit 31 receivesdata from the server 200 through the network 100, and updates thereception data Dc using the received data. As a non-limiting example,when a game is played along with another information processingapparatus 3 or in only the information processing apparatus 3 itself,the control unit 31 exchanges data for playing the game with the server200, as appropriate, in step S101.

Next, the control unit 31 sets initial settings (step S102), andproceeds to the next step. For example, the control unit 31 initiallysets parameters for use in the subsequent steps. The control unit 31also initially sets the user possession data Dd based on contents suchas a virtual object and an item that are currently possessed by theplayer object PO. For example, in step S101, the control unit 31receives, from the server 200, data possessed by the user, data relatedto the player object PO operated by the user (e.g., data related tovirtual currency, in-game coins, equipment, characters, items, anexperience point, a play level, etc.), data for progression of a racinggame described below (e.g., lottery table data), etc. Thereafter, thecontrol unit 31 initially sets the user possession data Dd and thelottery table data De based on the data received from the server 200 andthe data stored in the information processing apparatus 3. In steps S101and S102, the amounts of virtual currency and in-game coins possessed bythe user, a lottery table for performing an item lottery, etc., areinitially set.

Next, the control unit 31 acquires operation data from the input unit 34and updates the operation data Da (step S103), and proceeds to the nextstep.

Next, the control unit 31 determines whether or not to start a racinggame (step S104). For example, if the user has performed an operation ofstarting a racing game or a predetermined start condition for startingthe racing game is satisfied, the result of the determination by thecontrol unit 31 of step S104 is positive. If the control unit 31determines to start a racing game, the control unit 31 proceeds to stepS105. Otherwise, i.e., if the control unit 31 determines not to start aracing game, the control unit 31 proceeds to step S115.

In step S105, the control unit 31 obtains operation data from the inputunit 34 and updates the operation data Da, and proceeds to the nextstep.

Next, the control unit 31 performs an operation determination process(step S106), and proceeds to step S107. The operation determinationprocess performed in step S106 will now be described with reference toFIG. 21.

In FIG. 21, the control unit 31 updates a current touch positioncoordinate point based on the most recent operation data obtained instep S105 (step S121), and proceeds to the next step. For example, thecontrol unit 31 defines, in the display screen of the display unit 35, adisplay screen coordinate system in which an X-axis extending in theleftward/rightward direction of the display screen (the rightwarddirection is the positive direction of the X-axis) and a Y-axisextending in the upward/downward direction of the display screen (theupward direction is the positive direction of the Y-axis) are set. Thecontrol unit 31 obtains, from the most recent operation data obtained instep S105, a touch input coordinate point of the display screencoordinate system at which a touch operation is being performed on thetouch panel of the information processing apparatus 3, as a currenttouch input coordinate point T, and updates the current touch inputcoordinate data Df using the current touch input coordinate point T.Note that if the most recent operation data obtained in step S105 doesnot contain a touch input coordinate point at which a touch operation isbeing performed on the touch panel, the control unit 31 determines thatthe user has released a touch from the touch panel, and updates thecurrent touch input coordinate data Df using data indicating the releaseof a touch.

Next, the control unit 31 adds the current touch input coordinate pointT updated in step S121 to touch path coordinate points (step S122), andproceeds to the next step. For example, the control unit 31 adds thecurrent touch input coordinate point T updated in step S121 to touchpath coordinate points indicated by the touch path coordinate data Dg,and updates the touch path coordinate data Dg using the touch pathcoordinate points after the addition. Note that if the current touchinput coordinate data Df indicates that a touch has been released, thecontrol unit 31 does not update the touch path coordinate data Dg, andproceeds to the next step.

Next, the control unit 31 determines whether or not the touch panel ofthe information processing apparatus 3 has been changed to a no-touchstate to an initial-touch state (step S123). Thereafter, if the touchpanel has been changed from the no-touch state to the initial-touchstate, the control unit 31 proceeds to step S124. Otherwise, i.e., ifthe touch panel has not been changed from the no-touch state to theinitial-touch state (e.g., the touch panel is not touched or a touchoperation is continued after an initial touch), the control unit 31proceeds to step S125.

In step S124, the control unit 31 sets a first reference coordinatepoint and a second reference coordinate point, and proceeds to stepS125. For example, the control unit 31 obtains the current touch inputcoordinate point T updated in step S121 by referring to the currenttouch input coordinate data Df, and sets the current touch inputcoordinate point T as a first reference coordinate point R0 and a secondreference coordinate point Rm of the display screen coordinate system.Thereafter, the control unit 31 updates the first reference coordinatepoint data Dh using the set first reference coordinate point R0, andupdates the second reference coordinate point data Di using the setsecond reference coordinate point Rm.

In step S125, the control unit 31 calculates the leftward/rightwardcomponent of an input of swiping the touch panel, and proceeds to thenext step. For example, the control unit 31 obtains the referencecoordinate point R0(X0, Y0) and the current touch position coordinatepoint T(Xt, Yt) in the display screen coordinate system by referring tothe first reference coordinate point data Dh and the current touch inputcoordinate data Df. Thereafter, the control unit 31 calculates Xt−X0 asthe magnitude of the leftward/rightward component (X-axis-directioncomponent) of the swipe input in the display screen, and updates theleftward/rightward component data Dj using the calculated Xt−X0.

Next, the control unit 31 calculates a steering wheel angle of theplayer object PO (step S126), and proceeds to the next step. Forexample, if the leftward/rightward component Xt−X0 calculated in stepS125 has a positive value, the control unit 31 calculates a rightwardsteering wheel angle corresponding to the absolute value of Xt−X0, andupdates the steering wheel angle data Dk using the steering wheel angle.If the leftward/rightward component Xt−X0 calculated in step S125 has anegative value, the control unit 31 calculates a leftward steering wheelangle corresponding to the absolute value of Xt−X0, and updates thesteering wheel angle data Dk using the steering wheel angle. Note thatwhen a touch is released from the touch panel, the control unit 31changes and returns the steering wheel angle to the straight-aheadposition at a predetermined rate, and updates the steering wheel angledata Dk.

Next, the control unit 31 calculates an input length between the secondreference coordinate point Rm and the current touch input coordinatepoint T (step S127), and proceeds to the next step. For example, thecontrol unit 31 calculates an input length along the touch input pathbetween the second reference coordinate point Rm and the current touchposition coordinate point T by referring to the current touch inputcoordinate data Df, the touch path coordinate data Dg, and the secondreference coordinate point data Di, and updates the input length data Dmusing the input length.

Next, the control unit 31 determines whether or not the input lengthcalculated in step S127 is greater than a predetermined threshold L(step S128). If the input length is greater than the predeterminedthreshold L, the control unit 31 proceeds to step S129. Otherwise, i.e.,if the input length is smaller than or equal to the predeterminedthreshold L, the control unit 31 proceeds to step S130.

In step S129, the control unit 31 moves the second reference coordinatepoint Rm such that the input length becomes smaller than or equal to thethreshold L, and proceeds to step S130. For example, in order to reducethe input length calculated in step S127 at a predetermined rate to alength smaller than or equal to the threshold L, the control unit 31sequentially deletes records of touch position coordinate points T thatare beyond the threshold L based on the predetermined rate, and afterthe deletion process, sets the position of the most previous touchposition coordinate point T as the second reference coordinate point Rm.As a result, the control unit 31 moves the second reference coordinatepoint Rm along the touch input path in the direction of the currenttouch position coordinate point T, and updates the second referencecoordinate point data Di using the moved second reference coordinatepoint Rm.

In step S130, the control unit 31 calculates the input vector FD, andproceeds to the next step. For example, the control unit 31 calculatesthe input vector FD from the second reference coordinate point Rm to thecurrent touch position coordinate point T in the display screencoordinate system by referring to the current touch input coordinatedata Df and the second reference coordinate point data Di, and updatesthe input vector data Dn using the input vector FD.

Next, the control unit 31 determines whether or not the length of theinput vector FD is greater than or equal to a predetermined length andthe direction of the input vector FD is within a predetermineddetermination region (step S131). If the length of the input vector FDis greater than or equal to the predetermined length and the directionof the input vector FD is within the determination region, the controlunit 31 proceeds to step S132. Otherwise, i.e., if the control unit 31determines that the length of the input vector FD is not greater than orequal to the predetermined length or the direction of the input vectorFD is not within the determination region, the control unit 31 deletesthe firing direction indicated by the firing direction data Dq, andproceeds to step S133. For example, the control unit 31 obtains theforward-direction determination region UA that is a predetermined anglerange around the positive direction of the Y-axis as a center thereof,and the backward-direction determination region LA that is apredetermined angle range around the negative direction of the Y-axis asa center thereof, by referring to the determination region data Dp. Ifthe length of the input vector FD calculated in step S130 is greaterthan or equal to the predetermined length, and the direction of theinput vector FD is within the forward-direction determination region UAor the backward-direction determination region LA, the result of thedetermination by the control unit 31 in step S131 is positive.

In step S132, the control unit 31 sets the firing direction, andproceeds to step S133. For example, if the direction of the input vectorFD calculated in step S130 is within the forward-direction determinationregion UA, the control unit 31 sets the direct forward direction of theplayer object PO as the firing direction, and updates the firingdirection data Dq using the firing direction. If the direction of theinput vector FD calculated in step S130 is within the backward-directiondetermination region LA, the control unit 31 sets the direct backwarddirection of the player object PO as the firing direction, and updatesthe firing direction data Dq using the firing direction. Note that thecontrol unit 31 may set, as the firing direction, a direction thatdeviates from the direct forward direction or direct backward directionof the player object PO by the difference in angle between the Y-axisdirection and the direction of the input vector FD.

In step S133, the control unit 31 determines whether or not the touchoperation performed on the touch panel of the information processingapparatus 3 has been changed to the no-touch state. If the touchoperation performed on the touch panel has been changed to the no-touchstate, the control unit 31 proceeds to step S134. Otherwise, i.e., ifthe touch operation performed on the touch panel has not been changed tothe no-touch state (e.g., a touch operation is not being continued aftera touch is released, the touch panel is first touched, and a touchoperation is being continued after the touch panel is first touched),the control unit 31 ends the process of the subroutine.

In step S134, the control unit 31 deletes the first reference coordinatepoint R0, the second reference coordinate point Rm, and the touch pathcoordinate points, and ends the process of the subroutine. For example,the control unit 31 deletes the first reference coordinate point R0indicated by the first reference coordinate point data Dh, the secondreference coordinate point Rm indicated by the second referencecoordinate point data Di, and the touch path coordinate points indicatedby the touch path coordinate data Dg.

Referring back to FIG. 20, after the operation determination process instep S106, the control unit 31 performs the first item lottery process(step S107), and proceeds to step S108. The first item lottery processperformed in step S107 will now be described with reference to FIG. 22.

In FIG. 22, the control unit 31 determines whether or not the possessionframes HF include an empty frame E (step S141). For example, the controlunit 31 obtains an object ID set for each possession frame HF byreferring to the possession frame data Dr, and if there is dataindicating that at least one of the possession frames HF is an emptyframe E, the result of the determination by the control unit 31 in stepS141 is positive. If the possession frames HF include an empty frame E,the control unit 31 proceeds to step S142. Otherwise, i.e., if thepossession frames HF include no empty frame E, that is, the object ID ofan item I is set in all the possession frames HF, the control unit 31proceeds to step S145.

In step S142, the control unit 31 determines whether or not the playerobject PO has passed by or through an item box IB disposed on the courseand thereby opened the item box IB. For example, if the control unit 31determines that the player object PO's action of passing by or throughan item box IB is set, by referring to the player object action data Dw,etc., the result of the determination by the control unit 31 in stepS142 is positive. If the player object PO has opened an item box IB, thecontrol unit 31 proceeds to step S143. Otherwise, i.e., if the playerobject PO has not opened an item box IB, the control unit 31 proceeds tostep S145.

In step S143, the control unit 31 starts an item lottery event process,and proceeds to the next step. For example, the control unit 31 startsan item lottery event process in which an item lottery event isdisplayed on the display unit 35. In the item lottery event, therotation lottery display of a plurality of types of items I in apossession frame(s) HF that is an empty frame E is performed, andthereafter, any one of the items I is displayed in a stationary state inthe possession frame HF. The control unit 31 also starts measuring afirst lottery event elapsed time upon the start of the item lotteryevent process.

Next, the control unit 31 sets the first lottery flag on (step S144),and proceeds to step S145. For example, the control unit 31 sets thefirst lottery flag indicated by the first lottery flag data Ds on, andupdates the first lottery flag data Ds.

In step S145, the control unit 31 determines whether or not the firstlottery flag is on. For example, the control unit 31 performs thedetermination of step S145 by referring the first lottery flag indicatedby the first lottery flag data Ds. If the first lottery flag is on, thecontrol unit 31 proceeds to step S146. Otherwise, i.e., if the firstlottery flag is off, the control unit 31 proceeds to step S151.

In step S146, the control unit 31 determines whether or not a firstelapsed time has been reached. For example, the control unit 31determines whether or not the first lottery event elapsed time that hasbeen measured since step S143 has reached a predetermined first lotterytime. If the first lottery time has been reached, the control unit 31proceeds to step S147. Otherwise, i.e., if the first lottery time hasnot been reached, the control unit 31 proceeds to step S151.

In step S147, the control unit 31 sets the first lottery flag off, andproceeds to the next step. For example, the control unit 31 set thefirst lottery flag indicated by the first lottery flag data Ds off, andupdates the first lottery flag data Ds.

Next, the control unit 31 performs an item lottery result determination(step S148), and proceeds to the next step. For example, the controlunit 31 determines whether or not the “fever state” is won, based on alottery table indicted by the lottery table data De. For example, thecontrol unit 31 extracts a lottery table that is to be used for the itemlottery result determination, from the lottery table data De, based onthe number of empty frames E, the number of laps in a race, a standingin the race, a course, the type of the race, the type of the playerobject PO, etc. Thereafter, based on a winning probability described inthe extracted lottery table, the control unit 31 determines whether ornot the “fever state” is won in the item lottery result determination ofstep S148, and what item I is used to win the “fever state” (i.e., anitem I common to all the possession frames HF). If the lottery is lostin the item lottery result determination of step S148, the control unit31 determines an item I that is displayed in a stationary state in eachpossession frame HF.

In the non-limiting example embodiment, the item lottery resultdetermination is performed after the first lottery time has passed.Alternatively, the item lottery result determination may be performed atother timings such as at the start of or during counting of the firstlottery event elapsed time, if the timing is before notification of theitem lottery result.

Next, the control unit 31 determines whether or not the item lotteryresult determination of step S148 indicates the win of the lottery (stepS149). If the item lottery result determination of step S148 indicatesthe win of the lottery, the control unit 31 proceeds to step S150.Otherwise, i.e., if the item lottery result determination of step S148indicates the loss of the lottery, the control unit 31 proceeds to stepS156.

In step S150, the control unit 31 performs an item lottery resultnotification process for indicating the win of the lottery, transitionsto the fever state, and proceeds to step S151. For example, the controlunit 31 performs an item lottery result notification process in whichthe item I determined in step S148 is displayed in a stationary state inall the possession frames HF, and an item lottery result notificationevent for notifying the user of the win of the “fever state” isdisplayed on the display unit 35. Thereafter, the control unit 31 setsthe winning flag on, updates the winning flag data Du, starts measuringa fever elapsed time, and sets the object ID of the item I that isdisplayed in a stationary state in all the possession frames HF in thepossession frame data Dr. The control unit 31 sets the action of theplayer object PO to an action performed in the fever state caused by theitem I displayed in a stationary state, and updates the player objectaction data Dw.

Otherwise, i.e., if the item lottery result determination indicates theloss of the lottery, the control unit 31 performs an item lottery resultnotification process for indicating the loss of the lottery in stepS156, and thereafter, proceeds to step S151. For example, the controlunit 31 performs an item lottery result notification process thatdisplays an item lottery result notification event on the display unit35. In the item lottery result notification event, the user is notifiedof the item I that is displayed in a stationary state in a possessionframe HF that was an empty frame E and the loss of the lottery. Thecontrol unit 31 also sets the object ID of the item I that is displayedin a stationary state in the possession frame HF in the possession framedata Dr.

In step S151, the control unit 31 determines whether or not the winningflag is on. For example, the control unit 31 performs the determinationof step S151 by referring to the winning flag indicated by the winningflag data Du. If the winning flag is on, the control unit 31 proceeds tostep S152. Otherwise, i.e., if the winning flag is off, the control unit31 proceeds to step S157.

In step S152, the control unit 31 determines whether or not there is atouch input has been performed on the touch panel of the informationprocessing apparatus 3. For example, if a current touch input coordinatepoint T has been set in the current touch input coordinate data Df, theresult of the determination by the control unit 31 in step S152 ispositive. If a touch input has been performed on the touch panel, thecontrol unit 31 proceeds to step S153. Otherwise, i.e., if a touch inputhas not been performed on the touch panel, the control unit 31 proceedsto step S154.

In step S153, the control unit 31 performs an item use process, andproceeds to step S154. For example, the control unit 31 performs aprocess of continually using an item that has caused the “fever state”which is allowed only during the fever period. As a non-limitingexample, when the “fever state” is caused by carapace items, the controlunit 31 performs the item use process in which a plurality of carapaceitems IF are disposed around the player object PO, and a projectilecarapace item IM is continually fired toward the front of the playerobject PO at predetermined intervals according to the user's touchoperation, and updates the player object action data Dw and the itemposition data Dy, etc.

In step S154, the control unit 31 determines whether or not the feverperiod has been reached. For example, the control unit 31 determineswhether or not the fever elapsed time that has been measured since stepS150 and step S183 described below has reached the predetermined feverperiod. If the fever period has been reached, the control unit 31proceeds to step S155. Otherwise, i.e., if the fever period has not beenreached, the control unit 31 ends the process of the subroutine.

In step S155, the control unit 31 performs a process of removing thefever state, and ends the process of the subroutine. For example, thecontrol unit 31 sets an empty frame E in all the possession frames HF inthe possession frame data Dr, sets the winning flag off, and updates thewinning flag data Du. The control unit 31 sets the action of the playerobject PO to an action in the normal state, and updates the playerobject action data Dw.

Otherwise, i.e., if the control unit 31 determines, in step S151, thatthe winning flag is off, the control unit 31 determines whether or notthe item firing direction has been set (step S157). For example, if thefiring direction has been set in the firing direction data Dq, theresult of the determination by the control unit 31 in step S157 ispositive. If the firing direction has been set, the control unit 31proceeds to step S158. Otherwise, i.e., if the firing direction has notbeen set, the control unit 31 ends the process of the subroutine.

In step S158, the control unit 31 determines whether or not an item I ispossessed in a possession frame HF. For example, if an object ID hasbeen set for an item in at least one possession frame HF in thepossession frame data Dr, the result of the determination by the controlunit 31 in step S158 is positive. If an item I is possessed in apossession frame HF, the control unit 31 proceeds to step S159.Otherwise, i.e., if no item I is possessed in any possession frame HF,the control unit 31 ends the process of the subroutine.

In step S159, the control unit 31 performs the item use process, andends the process of the subroutine. For example, the control unit 31selects an item I that is to be used from items I displayed inpossession frames HF in a first-in, first out (FIFO) method. If theselected item I is allowed to be fired in the firing direction set inthe firing direction data Dq, the control unit 31 performs the item useprocess in which the item I is fired as the projectile item IM singlyfrom near the player object PO, and is moved, and updates the playerobject action data Dw and the item position data Dy, etc. If theselected item I is a type of item that is used by the player object POitself, the control unit 31 performs the item use process in which theitem is used by the player object PO itself, so that the effect of theitem I is obtained, and updates the player object action data Dw, etc.After the use of the item I, the control unit 31 also changes thepossession frame HF in which the item I was displayed, into an emptyframe E, and updates the possession frame data Dr using the changedstate of the possession frame HF.

Note that in step S159, after the use of the item I, the control unit 31may delete the firing direction indicated by the firing direction dataDq and the second reference coordinate point Rm indicated by the secondreference coordinate point data Di, or may maintain them unchanged. Inthe former case, in order to use the item I again, it is necessary tofirst touch the touch panel again and perform a drag operation into adirection in which the item I is to be used. In the latter case, at thetime that the item I is made available, the item I is immediately usedbased on the maintained firing direction and second reference coordinatepoint Rm.

In the case where the ready-to-use item IP is allowed to be used when atouch operation (tap operation) is performed on the ready-to-use item IPdisposed at the ready-to-use position, the result of the determinationin step S157 is positive not only if the firing direction has been setbut also if a touch operation has been performed. In step S159, the itemuse process is performed in which the ready-to-use item IP on which atouch operation has been performed is used by the player object POitself or the ready-to-use item IP is fired as the projectile item IM ina default direction.

Referring back to FIG. 20, after the first item lottery process in stepS107, the control unit 31 performs the second item lottery process (stepS108), and proceeds to step S109. The second item lottery processperformed in step S108 will now be described with reference to FIG. 23.

In FIG. 23, the control unit 31 determines whether or not all thepossession frames HF are an empty frame E (step S171). For example, ifthe control unit 31 determines that there is data indicating that allthe possession frames HF are an empty frame E, by referring to thepossession frame data Dr, the result of the determination by the controlunit 31 in step S171 is positive. If all the possession frames HF are anempty frame E, the control unit 31 proceeds to step S172. Otherwise,i.e., if the object ID of an item I has been set in at least onepossession frame HF or the rotation lottery display is being performedin at least one possession frame HF, then when the item lottery icon ABis being displayed, the control unit 31 removes the item lottery icon ABfrom the display screen, and proceeds to step S174.

In step S172, the control unit 31 determines whether or not a conditionunder which the item lottery icon AB appears is satisfied. For example,if the number of times of a lottery has not yet reached the limit of thenumber of times of selection and execution of the item lottery icon ABthat is indicated by the lottery number-of-times data Dv, and the amountof possessed virtual currency indicated by the user possession data Ddis greater than or equal to the amount of virtual currency that is to beconsumed by the execution, the control unit 31 determines that thecondition is satisfied. If the condition under which the item lotteryicon AB appears is satisfied, the control unit 31 proceeds to step S173.Otherwise, i.e., if the condition under which the item lottery icon ABappears is not satisfied, the control unit 31 proceeds to step S174.

In step S173, the control unit 31 sets settings for causing the itemlottery icon AB to appear on the display unit 35, and proceeds to stepS174. For example, the control unit 31 sets the currency amountinformation M indicating the amount of virtual currency required toselect the item lottery icon AB, and sets settings for displaying theitem lottery icon AB on the display unit 35.

In step S174, the control unit 31 determines whether or not an operationof selecting and executing the item lottery icon AB has been performed.For example, if a touch operation (tap operation) has been performed onthe item lottery icon AB displayed on the display unit 35, the controlunit 31 determines that an operation of selecting and executing the itemlottery icon AB has been performed. If an operation of selecting andexecuting the item lottery icon AB has been performed, the control unit31 proceeds to step S175. Otherwise, i.e., if an operation of selectingand executing the item lottery icon AB has not been performed, thecontrol unit 31 proceeds to step S178.

In step S175, the control unit 31 performs a process of consumingvirtual currency in response to selection and execution of the itemlottery icon AB, and proceeds to the next step. For example, the controlunit 31 subtracts the amount of virtual currency consumed by selectionand execution of the item lottery icon AB from the amount of virtualcurrency possessed by the user that is indicated by the user possessiondata Dd, and updates the user possession data Dd using the virtualcurrency amount obtained by the subtraction.

Next, the control unit 31 starts the item lottery event process (stepS176), and proceeds to the next step. For example, the control unit 31starts the item lottery event process in which an item lottery event isdisplayed on the display unit 35. In the item lottery event, therotation lottery display of a plurality of types of items I is performedin all the possession frames HF that are an empty frame E, andthereafter, any one of the items I is displayed in a stationary state ineach possession frame HF. The control unit 31 also starts measuring thesecond lottery event elapsed time upon the start of the item lotteryevent process.

Next, the control unit 31 sets the second lottery flag on (step S177),and proceeds to step S178. For example, the control unit 31 sets thesecond lottery flag indicated by the second lottery flag data Dt on, andupdates the second lottery flag data Dt.

In step S178, the control unit 31 determines whether or not the secondlottery flag is on. For example, the control unit 31 performs thedetermination of step S178 by referring to the second lottery flagindicated by the second lottery flag data Dt. If the second lottery flagis on, the control unit 31 proceeds to step S179. Otherwise, i.e., ifthe second lottery flag is off, the control unit 31 ends the process ofthe subroutine.

In step S179, the control unit 31 determines whether or not the secondelapsed time has been reached. For example, the control unit 31determines whether or not the second lottery event elapsed time that hasbeen measured since step S176 has reached a predetermined second lotterytime. If the second lottery time has been reached, the control unit 31proceeds to step S180. Otherwise, i.e., if the second lottery time hasnot been reached, the control unit 31 ends the process of thesubroutine. Note that the control unit 31 sets the second elapsed timeshorter than the first elapsed time.

In step S180, the control unit 31 sets the second lottery flag off, andproceeds to the next step. For example, the control unit 31 sets thesecond lottery flag indicated by the second lottery flag data Dt off,and updates the second lottery flag data Dt.

Next, the control unit 31 performs the item lottery result determination(step S181), and proceeds to the next step. For example, the controlunit 31 determines whether or not the “fever state” is won, based on alottery table indicated by the lottery table data De. For example, thecontrol unit 31 extracts a lottery table that is to be used for the itemlottery result determination, from the lottery table data De, based onthe number of empty frames E, the number of laps in a race, a standingin the race, a course, the type of the race, the type of the playerobject PO, etc. When an item lottery triggered by selection andexecution of the item lottery icon AB is performed, a different lotterytable may be extracted, depending on the number of times of an itemlottery performed in the same race or the amount of consumed virtualcurrency, or a lottery table based on which a lottery is won with ahigher probability than that of an item lottery caused by opening of anitem box IB may be extracted. Thereafter, based on the winningprobability described in the extracted lottery table, the control unit31 determines whether or not the “fever state” is won in the itemlottery result determination of step S181, and determines an item I thatprovides a win (i.e., an item I common to all the possession frames HF).

In the non-limiting example embodiment, the item lottery resultdetermination is performed after the second lottery time has passed.Alternatively, the item lottery result determination may be performed atother timings such as at the start of or during counting of the secondlottery event elapsed time, if the timing is before notification of theitem lottery result.

Next, the control unit 31 determines whether or not the item lotteryresult determination of step S181 indicates the win of the lottery (stepS182). If the item lottery result determination of step S181 indicatesthe win of the lottery, the control unit 31 proceeds to step S183.Otherwise, i.e., if the item lottery result determination of step S181indicates the loss of the lottery, the control unit 31 proceeds to stepS184.

In step S183, the control unit 31 performs an item lottery resultnotification process for indicating the win of the lottery, transitionsto the fever state, and ends the process of the subroutine. For example,the control unit 31 performs an item lottery result notification processin which the item I determined in step S181 is displayed in a stationarystate in all the possession frames HF, and an item lottery resultnotification event for notifying the user of the win of the “feverstate” is displayed on the display unit 35. Thereafter, the control unit31 sets the winning flag on, updates the winning flag data Du, startsmeasuring a fever elapsed time, and sets the object ID of the item Ithat is displayed in a stationary state in all the possession frames HFin the possession frame data Dr. The control unit 31 also sets theaction of the player object PO to an action performed in the fever statecaused by the item I displayed in a stationary state, and updates theplayer object action data Dw.

Otherwise, i.e., if the item lottery result determination indicates theloss of the lottery, the control unit 31 performs an item lottery resultnotification process for indicating the loss of the lottery in stepS184, and thereafter, ends the process of the subroutine. For example,the control unit 31 performs an item lottery result notification processthat displays an item lottery result notification event on the displayunit 35. In the item lottery result notification event, the user isnotified of the item I that is displayed in a stationary state in apossession frame HF that was an empty frame E and the loss of thelottery. The control unit 31 also sets the object ID of the item I thatis displayed in a stationary state in the possession frame HF in thepossession frame data Dr.

Referring back to FIG. 20, after the second item lottery process in stepS108, the control unit 31 performs a process of setting an action of theplayer object PO (step S109), and proceeds to the next step. Forexample, the control unit 31 sets the position and orientation of theplayer object PO, taking into account a steering wheel angle indicatedby the steering wheel angle data Dk, an influence from another virtualobject, etc., and determines the action, position, orientation, etc., ofthe player object PO, taking into account the state of the player objectPO set in the player object action data Dw, and updates the playerobject action data Dw.

Next, the control unit 31 performs a process of setting an action of theopponent object EO (step S110), and proceeds to the next step. As anon-limiting example, in the case where the action of the opponentobject EO is controlled by the control unit 31, the control unit 31causes the opponent object EO to perform an action according to apredetermined algorithm, and updates opponent object data Dx based onthe action. As another non-limiting example, in the case where theaction of the opponent object EO is controlled by another user, thecontrol unit 31 causes the opponent object EO to perform an action basedon the other user's operation in a manner similar to that of the playerobject PO, and updates the opponent object data Dx based on the action.

Next, the control unit 31 performs a process of setting an action of anitem (step S111), and proceeds to the next step. For example, thecontrol unit 31 performs a process of moving the projectile item IM thathas been set for use and fired from the player object PO by the aboveprocess, based on the firing direction data Dq, and updates the itemposition data Dy based on the position and orientation after themovement of the projectile item IM.

Next, the control unit 31 performs a display control process ofgenerating and displaying a display image on the display unit 35 (stepS112), and proceeds to the next step. For example, the control unit 31generates a display image corresponding to the result of a process ineach step, based on the player object action data Dw, the opponentobject data Dx, and the item position data Dy, etc., and displaying thedisplay image on the display unit 35.

Next, the control unit 31 determines whether or not to end the race(step S113). A condition under which a race is ended is, for example,that a condition for ending the race is satisfied, that an operation forending a race has been performed by the user, etc. If the control unit31 continues the race, the control unit 31 returns to and repeats stepS105. If the control unit 31 ends the race, the control unit 31 proceedsto step S114.

In step S114, the control unit 31 performs a communication process, andproceeds to the next step. For example, the control unit 31 transmitstransmission data (e.g., data indicating results of game processes suchas the increase or decrease in the amounts of virtual currency andin-game coins, and the result of a race) stored in the transmission dataDb to the server 200 through the network 100. The control unit 31 alsoreceives data from the server 200 through the network 100, and updatesthe reception data Dc using the received data.

Next, the control unit 31 determines whether or not to perform apurchase process (step S115). For example, if the operation dataobtained in step S103 indicates that the user is going to performpurchase, or if a condition for performing purchase is satisfied, theresult of the determination by the control unit 31 in step S115 ispositive. If the control unit 31 determines to perform the purchaseprocess, the control unit 31 proceeds to step S116. Otherwise, i.e., ifthe control unit 31 determines not to perform the purchase process, thecontrol unit 31 proceeds to step S117.

In step S116, the control unit 31 performs the purchase process, andproceeds to step S117. The purchase process performed in step S116 willnow be described with reference to FIG. 24.

In FIG. 24, the control unit 31 performs a communication process (stepS190), and proceeds to the next step. For example, the control unit 31transmits transmission data (e.g., data for user authentication (e.g.,data indicating a user ID)) stored in the transmission data Db to theserver 200. The control unit 31 also receives data (e.g., data requiredfor the purchase process, that is managed by the server 200, such asequipment purchasable at the current time, exchange rates, and theamounts of virtual currency and in-game coins possessed by the user)from the server 200 through the network 100, and updates the receptiondata Dc using the received data.

Next, the control unit 31 obtains operation data from the input unit 34,updates the operation data Da (step S191), and proceeds to the nextstep.

Next, the control unit 31 performs a purchase process (step S192), andproceeds to the next step. For example, the control unit 31 displays ascreen (see FIG. 18) for allowing the user to select equipment, in-gamecoins, virtual currency, etc., to be purchased, based on the receptiondata received in step S190, and prompts the user to perform selection.If the operation data obtained in step S191 indicates the user'soperation of determining to perform purchase, the control unit 31 putsthe equipment, in-game coins, virtual currency, etc., selected by theuser into the user's possession, performs a process of reducing theconsideration thereof from the user's possession, and updates the userpossession data Dd.

Next, the control unit 31 determines whether or not to end the purchaseprocess (step S193). For example, if the operation data obtained in stepS191 indicates that the user is going to end the purchase process, or ifa condition for ending the purchase process is satisfied, the result ofthe determination by the control unit 31 in step S193 is positive. Ifthe control unit 31 ends the purchase process, the control unit 31proceeds to step S194. Otherwise, i.e., if the control unit 31 continuesthe purchase process, the control unit 31 proceeds to step S191.

In step S194, the control unit 31 performs a communication process, andends the process of the subroutine. For example, the control unit 31transmits transmission data (e.g., data indicating what has beenpurchased in the purchase process of step S193) stored on thetransmission data Db to the server 200 through the network 100. Thecontrol unit 31 also receives data from the server 200 through thenetwork 100, and updates the reception data Dc using the received data.

Referring back to FIG. 20, in step S117, the control unit 31 determineswhether or not to end the game process. A condition under which the gameprocess is ended is, for example, that a condition for ending the gameprocess is satisfied, that an operation for ending the game process hasbeen performed by the user, etc. If the control unit 31 continues thegame process, the control unit 31 returns to and repeats step S102. Ifthe control unit 31 ends the game process, the control unit 31 ends theprocess of the flowchart.

Thus, in the information processing system 1 that performs the abovegame process, the single input unit 34 (touch panel) can be used toperform the operation of controlling the movement direction of theplayer object PO, and control the action of a virtual object (an item I)different from the player object PO, and therefore, a variety ofprocesses involved with the user's operations can be performed. Inaddition, in the information processing system 1 that performs the abovegame process, a new in-game effect (the win of the “fever state”) iscaused by a combination of game items possessed in the possession framesHF, and therefore, the amusingness of dealing with game items possessedby the user can be enhanced. Furthermore, in the information processingsystem 1 that performs the above game process, the item lotterytriggered by selection and execution of the item lottery icon AB can beperformed using an item (e.g., virtual currency, in-game coins, etc.)that can be acquired by consideration or payment used in a game, andtherefore, the user's motivation to acquire the consideration or itemcan be enhanced.

Note that the above game process using the information processing system1 include the communication process between the information processingapparatus 3 and the server 200. Alternatively, the informationprocessing apparatus 3 may perform the game process alone withoutconnecting to the server 200. In particular, a racing game in which theuser operates the player object PO can be executed without through theserver 200, and therefore, can be carried out by an internal process ofthe information processing apparatus 3. In addition, even in a racinggame in which a plurality of information processing apparatuses 3participate, the game process may be carried out by communicationbetween the information processing apparatuses 3 or between theinformation processing apparatuses 3 and other apparatuses withoutthrough the server 200. A portion of the process of performing a racinggame according to the user's operation of the player object PO may beexecuted by the server 200. As a result, processes in a plurality ofinformation processing apparatuses 3 can be managed by the server 200 ina centralized fashion.

In the foregoing, the information process and the communication processare performed in the information processing apparatus 3. Alternatively,at least a portion of the steps in the processes may be performed inanother apparatus. For example, steps in the processes may be executedin cooperation with the server 200 or another apparatus (e.g., anotherserver, another game apparatus, or another mobile terminal) that cancommunicate with the information processing apparatus 3. Thus, processessimilar to the above processes can be performed by the server 200 oranother apparatus performing a portion of the steps of the processes.The above processes may be executed by a single processor or a pluralityof cooperating processors included in an information processing systemincluding at least one information processing apparatus. In the abovenon-limiting example embodiment, the processes shown in the flowchartsare performed by the control unit 31 of the information processingapparatus 3 executing a predetermined program. Alternatively, all or aportion of the above processes may be performed by a dedicated circuitincluded in the information processing apparatus 3.

Here, according to the above non-limiting variation, this non-limitingexample embodiment can be implanted in a so-called cloud computingsystem form or distributed wide-area and local-area network systemforms. For example, in a distributed local-area network system, theabove processes can be executed by cooperation between a stationaryinformation processing apparatus (stationary game apparatus) and amobile information processing apparatus (handheld game apparatus). Notethat, in these system forms, each of the above steps may be performed byany suitable one of the apparatuses, and this non-limiting exampleembodiment may be implemented by assigning the steps to the apparatusesin any suitable manner.

The order of steps, setting values, conditions for determination, etc.,used in the above information process are merely for illustrativepurposes, and other order of steps, setting values, conditions fordetermination, etc., may be used to implement this non-limiting exampleembodiment.

The above information processing program may be supplied to theinformation processing apparatus 3 not only through an external storagemedium, such as an external memory, but also through a wired or wirelesscommunication line. The program may be previously stored in anon-volatile storage device in the information processing apparatus 3.Examples of an information storage medium storing the program mayinclude non-volatile memories, and in addition, CD-ROMs, DVDs, opticaldisk-shaped storage media similar thereto, and flexible disks, harddisks, magneto-optical disks, magnetic tapes, etc. The informationstorage medium storing the program may be a volatile memory storing theprogram. Such a storage medium may be said as a storage medium that canbe read by a computer, etc. For example, the above various functions canbe provided by causing a computer, etc., to read and execute programsfrom these storage media.

While several non-limiting example systems, methods, devices, andapparatuses have been described above in detail, the foregoingdescription is in all aspects illustrative and not restrictive. Itshould be understood that numerous other modifications and variationscan be devised without departing from the spirit and scope of theappended claims. It is, therefore, intended that the scope of thepresent technology is limited only by the appended claims andequivalents thereof. It should be understood that those skilled in theart could carry out the literal and equivalent scope of the appendedclaims based on the description of this non-limiting example embodimentand common technical knowledge. It should be understood throughout thepresent specification that expression of a singular form includes theconcept of their plurality unless otherwise mentioned. Specifically,articles or adjectives for a singular form (e.g., “a,” “an,” “the,”etc., in English) include the concept of their plurality unlessotherwise mentioned. It should also be understood that the terms as usedherein have definitions typically used in the art unless otherwisementioned. Thus, unless otherwise defined, all scientific and technicalterms have the same meanings as those generally used by those skilled inthe art to which this non-limiting example embodiment pertain. If thereis any inconsistency or conflict, the present specification (includingthe definitions) shall prevail.

As described above, the non-limiting example embodiment is useful for,for example, information processing programs, information processingapparatuses, information processing systems, and information processingmethods, etc., for the purpose of enhancing a motivation for acquiring aconsideration and paid items that can be used in a game.

What is claimed is:
 1. A non-transitory computer-readable storage mediumhaving stored therein an information processing program to be executedby a computer included in an apparatus that executes a game including atleast a first game scene and a second game scene, the program causingthe computer to execute: in the first game scene, giving a first gameobject to a user in exchange for a reduction in in-game currencypossessed by the user; and in the second game scene, based on a type ofthe first game object, controlling a player object disposed in a virtualspace; based on the player object's reaching a specific position in thevirtual space, first giving a second game object to the user; based onthe user's instruction, second giving the second game object to the userin exchange for a reduction in the in-game currency; and based on use ofthe second object, applying to the player object an advantageous effectbased on a type of the second game object, and the first game object isallowed to be continually used in a plurality of the second game scenes,and the second game object is not allowed to be continually used in aplurality of the second game scene.
 2. The non-transitorycomputer-readable storage medium according to claim 1, wherein thesecond giving further includes applying an additional effect to theplayer object.
 3. The non-transitory computer-readable storage mediumaccording to claim 2, wherein in the second game scene, a racing game isperformed, and the additional effect is to accelerate the player objectin the racing game.
 4. The non-transitory computer-readable storagemedium according to claim 1, wherein an upper limit is set to the numberof times the second game object is given by the second giving.
 5. Thenon-transitory computer-readable storage medium according to claim 4,wherein the upper limit is once.
 6. The non-transitory computer-readablestorage medium according to claim 1, wherein in each of the first givingand the second giving, a time lag is set between the time that acondition for giving the second game object is satisfied and the timethat the second game object is actually given, and the time lag set inthe second giving is shorter than the time lag set in the first giving.7. The non-transitory computer-readable storage medium according toclaim 1, wherein based on determination that the second game objectgiven using the first giving has not entirely been consumed, executionof the second giving is limited.
 8. The non-transitory computer-readablestorage medium according to claim 1, wherein the program causes thecomputer to further execute: in the second game scene, controlling anaction of the player object according to an input to a region disposedat a middle or lower portion of a touch display; and displaying a buttonon an upper portion of the touch display, and obtaining a touchoperation performed on the button as the user's instruction in thesecond giving.
 9. The non-transitory computer-readable storage mediumaccording to claim 8, wherein in the displaying the button, based ondetermination that the second game object given by the first giving hasnot entirely been consumed, the button is not displayed on the touchdisplay.
 10. The non-transitory computer-readable storage mediumaccording to claim 1, wherein in the second game scene, a racing game isperformed, and the second game object is an offensive item that is firedfrom the player object in the racing game or an acceleration item thatis used to accelerate the player object in the racing game.
 11. Thenon-transitory computer-readable storage medium according to claim 1,wherein in the second game scene, a racing game is performed, the firstgame object is a vehicle object that is used by the player object in theracing game, and a speed of the vehicle object in the racing game ischanged, depending on performance of the vehicle object.
 12. Thenon-transitory computer-readable storage medium according to claim 1,wherein in the second giving, the second game object isprobabilistically given to the user.
 13. The non-transitorycomputer-readable storage medium according to claim 1, wherein in thefirst giving, based on the player object's passing by or through an itembox in the virtual space, the second game object is given to the user.14. An information processing apparatus for executing a game includingat least a first game scene and a second game scene, comprising acomputer executing: in the first game scene, giving a first game objectto a user in exchange for a reduction in in-game currency possessed bythe user; and in the second game scene, based on a type of the firstgame object, controlling a player object disposed in a virtual space;based on the player object's reaching a specific position in the virtualspace, first giving a second game object to the user; based on theuser's instruction, second giving the second game object to the user inexchange for a reduction in the in-game currency; and based on use ofthe second object, applying to the player object an advantageous effectbased on a type of the second game object, and the first game object isallowed to be continually used in a plurality of the second game scenes,and the second game object is not allowed to be continually used in aplurality of the second game scene.
 15. An information processing systemfor executing a game including at least a first game scene and a secondgame scene, comprising a computer executing: in the first game scene,giving a first game object to a user in exchange for a reduction inin-game currency possessed by the user; and in the second game scene,based on a type of the first game object, controlling a player objectdisposed in a virtual space; based on the player object's reaching aspecific position in the virtual space, first giving a second gameobject to the user; based on the user's instruction, second giving thesecond game object to the user in exchange for a reduction in thein-game currency; and based on use of the second object, applying to theplayer object an advantageous effect based on a type of the second gameobject, and the first game object is allowed to be continually used in aplurality of the second game scenes, and the second game object is notallowed to be continually used in a plurality of the second game scene.16. An information processing method for executing a game including atleast a first game scene and a second game scene, comprising: in thefirst game scene, giving a first game object to a user in exchange for areduction in in-game currency possessed by the user; and in the secondgame scene, based on a type of the first game object, controlling aplayer object disposed in a virtual space; based on the player object'sreaching a specific position in the virtual space, first giving a secondgame object to the user; based on the user's instruction, second givingthe second game object to the user in exchange for a reduction in thein-game currency; and based on use of the second object, applying to theplayer object an advantageous effect based on a type of the second gameobject, and the first game object is allowed to be continually used in aplurality of the second game scenes, and the second game object is notallowed to be continually used in a plurality of the second game scene.